And if they have, armor is better than hull against kinetic batteries. However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. So raw HP gives you better or same than the others, and always works. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. TTundri. Tactics Forever, before the dev put it on Steam and then gave up on it. Larger ships have more. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. and a fair amount of sheild and armour hardening. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. Over time they became the only remaining force that mattered with well over 100K fleet power. If your post has been moved here from another thread, please re-read the thread rules and feel. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. 6 “Orion” update includes many changes to combat. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. But competitive Stellaris, is complete toss. Related Topics. Small. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Apr 4, 2019 683 24. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 2. 1 comment. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Not on corvettes though. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. ago. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. The Stellaris 3. You can get some hardening on day 1 from Admiral traits. 2 Answers. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The downside if that they use power and missiles/torpedo bypass them entirely. Guaranteed Ascension Tech 3. 32 to armor, 9. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". There's not really that much you need in terms of utility components. Ancient Pulse Armor (and other ancient armaments) are impractical. We’ll go over a few basic strategies to help you figure out what works for you. 6. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. About this site. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Yes they stack. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. 6 update. 2x regenerative hull tissue. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Ways to Obtain Living Metal. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Current Stellaris Ship Meta (for v3. 7% shields/day, or 250 out of 35834. Living Metal and Zro are kinda weird resources because they have very few uses. 1. But that is only even taking into account the enemy damage types. Equip an ancient suspension field 2. Just what it say on the tin. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. The amout of armour one can put on a ship is determined by the armour rating and the percentage. 64. i would say its not good since most starbases you capture in war is nearby. 8 FogeltheVogel • 7 mo. Observe the full damage going through shield. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 75 to armor and 6. . 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. An example would be the 100% shield bypass ability of missiles, physical torps, and. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. Generally I do full armour except on one slot, which is shield. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. Try it out, it'll bypass shields. It looks like tier 5 armour is better than crystal, maybe even tier 4. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Some weapons do bonus damage against shields. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. Are extremely powerful vs AI. I really hope they change hull regen to be daily in 1. From wiki. Content is available under Attribution-ShareAlike 3. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. But it also penetrates armor by 50%. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. It looks like tier 5 armour is better than crystal, maybe even tier 4. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. The other version is "%chance to reduce any damage from penetrating at all". They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. . Man creates worst battleship in stellaris. A lot of good weapons bypass shields where as only a few bypass armour. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. Added new aux components that use Exotic Gases, Rare. gautam_jat • 6 mo. Though these ship parts are too expensive to equip your entire navy with. Guaranteed Ascension Tech 3. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". It gets shot by a 50% penetrating shot. So I think that it would be fair to nerf all the sources rather than to remove them entirely, like some minmaxers seem to be suggesting. 0. Also, Fortify The Border edict should be greatly buffed (with military. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. The other version is "%chance to reduce any damage from penetrating at all" but I. Please. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 6 and not had any issues. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. to enjoy the quite sizable amount of written content in Stellaris. bonus kinetic damage or armor plating if built at a starbase with a netronium building. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. Cheaper Alloys cost than armor. I personally play cooperative multiplayer and that’s the most of it. And shields are better since you don't have to go back after every fight. ago. Total HP = 2853 with 5. (Mind, I'm not actually sure if this would preserve the clone army trait. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 67. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. gautam_jat • 6 mo. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. Carrier ai can increase that and thus can increase engagement range. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. I believe one of the fallen empires are very into disruptors. It is developed by Paradox Development Studio and published by Paradox. 1 comment. No. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Stellaris/commonfederation_perks. I've put about 100-150 hours into the game but have been slacking. This mod is a global compatibility patch for Stellaris 3. Lets use small weapons as an example. The reason is, because the shields are taking a lot of energy from the reactors. About this site. *Archeoengineering should allow the acquisition of null-void beams. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Below is an example of what I found out while testing ship combat. Ignored by far more weapon types. I’ve only fought against normal empires so far in 3. . If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. Stellaris. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. 4 or 3. Armor could give you lots of hit points, doesn't use power, but reduces evasion. 0. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. I'm not a fan of this new type of ship parameter. Unfortunately with the new 3. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 6 “Orion” update includes many changes to combat. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 6 "Orion" open beta. -Completely rewritten and updated for Stellaris 3. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. Artillery/Carrier remains a powerful fleet design in 3. Is crystal armour no longer good? Is it just an advantage for early game?Vote. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. NagolRiverstar • 1 mo. Also, shield/armor hardening could make a disruptor. And balance of anti shield and anti armour weapons set up as well. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Some weapons do bonus damage against armor and have armor penatration. The. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. An edict to specialize in a branch of research sounds fantastic. csv Looks like they have potentially powerful shots but no. As for the aux slots Always use the accuracy bonus. Losing 100 Ar or 125 Sh to get 65 Hull. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. Stellaris Wiki Active Wikis. In singleplayer you can just mass these, the AI will never counter them. Then I'm still waiting for mine lol. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Shield hardeners are a new defensive technology in the upcoming 3. ) This trait gives +10% fire rate, +10% armor hardening. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. My enemy has mountains of torpedoes (no neutron launchers). *) Fix the modifier issue after the 2. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Go to Stellaris r/Stellaris. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. This page was last edited on 7 February 2022, at 03:20. Ironically, there is an advanced armor option known as Dragonscale Armor. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Stellaris does neither of these which results in the. It just misses an icon. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. Content is available under Attribution-ShareAlike 3. 1x shield capacitor. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. 9 that merges the various incompatible game rules and scripted triggers added by mods. It looks like tier 5 armour is better than crystal, maybe even tier 4. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. ##### ##### VERSION 3. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. Living Metal and Zro are kinda weird resources because they have very few uses. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). 3. and a huge stack of armour. ago. Not on corvettes though. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Community Hub. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. disruptors late game might be worse now. Perhaps if Stellaris introduced manpower, it could make things work better. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. 9 ‘Caelum’ Patch. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. Stellaris is a sci-fi grand strategy game set 200 years into the future. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. questionable at best. Also adds passive repairs and minor amounts of armour hardening. 1 ironsasquash • 7 mo. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. 5. 8 Fleets. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. View this video if you w. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Both are late game anyway so doesn't matter. E. Although, in 1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 25 days. . 0 - Orion #####. is it worth it do you think?and a huge stack of armour. majdavlk • 2 min. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. 10. 6 is now available on PC. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedThe current "meta" is hardening and penetrating weapons, often hardened armor. I really don’t remember. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 6 “Orion” update includes many changes to combat. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. Stellaris. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. There is no better - you need to figure out what your enemy uses and try to counter it. Losing 100 Ar or 125 Sh to get 65 Hull. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. So having two grants you 30% hardening. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. E. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. Battle ships are your heavy carriers and artillery weapons. 1. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. For Synthetic, your admirals would gain the Synth trait instead. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Guns are still damaging to armor, just weak against it. r/Stellaris • 6 mo. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Nanomissiles ignore shields and armor, fire rate is 0. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. Small ships can't do it. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. You need DLC to use this item. So in a stat point of view the ascension perk is kind meh, but if you are doing a "role play" sort of game it aint bad. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Large. Shields are generally better for long campaigns while armor is better for that big battle. Here are the complete notes for Stellaris 3. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. TLDR; Armor is better than shields the vast majority of the time. They can kill most enemies if they uncloak right on top of the enemy. 3 can be fit at maximum onto each Carrier Battleship, along with. Lasers do 6. 01 base, 12. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. Discussion So which one is best based on your experience with the game so far. Side bonus of 80% shield hardening and 400 extra armor and shields. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Extra tips: + bigger gun -> bigger dmg. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. At which point it still doesnt offer enough to be valueable. You can indeed achieve 100% hardening, but all that does is stop shield penetration. That’s how badly hardening gimps penetration weapons. " Even at 100% armour pen it still reduces damage. Side bonus of 80% shield hardening and 400 extra armor and shields. i. Disruptors do 4. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. E. Inversely scale hardening module impact against hull size. • 1 yr. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Shield hardeners are a new defensive technology in the upcoming 3. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. 0 unless otherwise noted. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. I prefer armor Regen and have a slight armor favoritism. . All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Stellaris has always had an interest dynamic between the Tall vs Wide approach. Meaning you can get 100% hardening on a large ship, pretty easily. Stellaris. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Just had a random thought here. But if some torpedoes do get by, I. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Stellaris: Suggestions. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). 0 unless otherwise noted. 6;Mix Frigates in, that have a bit different behavioral profile. *. ago. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. If you become the crisis swarming becomes possible. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. • 5 mo. Q1. Its DPS is 4.