18. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. *) Created by jasonpepe. This is a searchable and complete list of Stellaris technologies and their IDs. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Larger ships have more. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. (autocannons, which the AI loves to use) are crap against it. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. • 1 yr. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. Callinicus. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. I get the sense the tech is a bit less finicky in Stellaris. There's not really that much you need in terms of utility components. Archaeoshields should now properly provide their shield hardening bonus. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. This mod adds base hardening to shields and armor,. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Go to Stellaris r/Stellaris. This is before introducing Shield repeatable. 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. This page was last edited on 21 May 2022, at 20:12. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Taking any damage at all will reset this timer. Total HP = 2853 with 5. In the middle, fittingly, is the medium platform. New comments cannot be posted and votes cannot be cast. +25% Shield Regen +3% Shield Hardening; Missiles. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Paradox Forum. 4. If other mods modify the initial material storage cap, the lower one in the sorted list. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. I usually go with 2:1 armor to shield. Sep 13, 2020 766 932. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating. 100% Armor Hardening? does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks? Showing 1 -. The cap to the Force Disparity bonus for fleets. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor. So the Whirlwind Missiles and Strike Craft both pierce shields. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). EDIT: the philosophy this is based on is pre-3. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 34 comments. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. Jump to latest Follow Reply. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. Canis Minor v3. Darvin3. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Thirteen new plans for military reform are waiting for you to implement. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. If the target has shield hardening, they still work together to beat the shields first. Edict Fund can be increased by the following:. Mining lasers are now classified as Brawling weapons. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Hello, i wonder what "+% armor penetration" realy does. 3. The downside if that they use power and missiles/torpedo bypass them entirely. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Both are late game anyway so doesn't matter. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. Mean-Falcon-6204 •. Stellaris. The. 5x divider on shields. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. 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. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. The same principle applies if your enemy has shields instead of armor but in reverse. If the attacker's tracking is higher than the defender's. Armor Tier [I. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. and you should focus on only one hardening to make it actually viable. Yes, I'll attack the frigates yada yada. Stellaris Real-time strategy Strategy video game Gaming. Hardening stacking question. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Cool. Check to see if your rival is going Laser or Plasma before selecting defenses. and directly work on armor/hull. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Are extremely powerful vs AI. 5 Defense platform cap. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris. You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). The driller drones synergize really well with other shield bypass builds. using modules and Edicts, and. 1 the first in the 3. 1680x8 shields or 13440 points. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. And balance of anti shield and anti armour weapons set up as well. Equip an ancient suspension field 2. Just use a balanced approach when it comes to shields and armour. 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. The cap to the Force Disparity bonus for fleets. 2x Crystal plating (hull HP booster) - 550 HP. ago • Edited 5 yr. 2x Armor III - 430 HP. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Technology. Edict Fund can be increased by the following:. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). Q2. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. and a huge stack of armour. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. but they come at a few costs. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Yes they stack. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. NagolRiverstar • 1 mo. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. It also means you will only need 50% shield hardening to fully harden against these threats. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. Shields are hit-points on top of your hull hitpoints. 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. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. It gets deleted when the colossus is used. disruptors late game might be worse now. I'm assuming. Battleships are around 11. Yes they stack. 8. It just misses an icon. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 25 days. it would still hit the 90% cap. 1x shield capacitor. 67. Depends on who you're fighting. . Which reduces your influence and diplomatic weight. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. M: +315 shield HP (505 with AP), 4. Armor is generally the better of the two, but it can depend on the AI's ship designs. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. Tried again, happened again. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Legacy Wikis. Shield strength, against full shield penetrators, is given by. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. and a huge stack of armour. 1. Decreased the base damage of explosive torpedoes. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. Negative shield negation adds to your shield value after all other calculations. #15. 9) quite a lot. That'll teach 'em. As much shield as possible. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. The shield hardening components kind of revive the shields back to their older glory. There is no reason whatsoever to use them anymore after the recent patch. HerewardTheWayk • 1 hr. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). So Apparently my first Relic World happened to be where Shard woke up and decided she wanted to live there. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. ago. Also, the planet was stuck in a loop where the civilization would grow and die off in a matter of hours before starting up again. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Q1. . As a rare tech, Basic Cloaking Fields has a small chance of appearing. 1 daily regen (2. E. Ancient Pulse Armor (and other ancient armaments) are impractical. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. 1x regenerative hull tissue. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. - Gourmand in energy and is inefficient under a firepower too important. I was able to see that they now have 50% shield hardening (which makes sense to me. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. There is no such thing as a "barrier" in the game. 6 Technology List – Q to S. Base: 20 Modifiers. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. Stellaris is a sci-fi grand strategy game set 200 years into the future. Technology. But the opposite will be better in all other situations, and there are more of those than pulsars. Even an armada of warships doesn't have enough firepower to crack a planetary shield. 3. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. ago Maybe. That's good, but not great for an ascension path. 9 that merges the various incompatible game rules and scripted triggers added by mods. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. Regenerative Hull Tissue Buff 3. Maybe they won't attack next time. In summary, use the weapons that are effective against what your enemy has most of. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The cap to the Force Disparity bonus for fleets that are significantly. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. Shield hardeners are a new defensive technology in the upcoming 3. I've had trouble figuring this out exactly, but this is what it looks like. • 20 days ago. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 8. Observe the full damage going through shield. Increased the base damage of Flak PD. And a corvette: 50%. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. You can send your ships to vassal ports if you. Legacy Wikis. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 00?Stellaris. (Also planet will become independent and who cracks the shield will be the new controller (You might have to handle these planets like primitives since we don't want border-gore)) Also the same way this could be reversed and when opening the world it changes the shield-planet to the original one (for example gaia. 3. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Here's the fleet comp I'm personally finding is my go to in 3. The nano missiles and saturation artillery are flatly excellent. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. . +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Increased the range of Energy Siphons. It gives a +10 fleet capacity but a 5% upkeep increase for ships. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. Vassalization request towards a Machine Intelligence empire. 8. +10% evasion (and 20% sublight speed). Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. . A quick search reveals that shield hardening apparently stacks. The shield hardening components kind of revive the shields back to their older glory. -Ruler Job, meaning high upkeep. The advantage to shields is that they recharge on their own, but no longer in combat. -Planet Capital provides -3 Amenities and -3 Unity. Smaller ships only have one aux slot. Each start system can have between 2 and 15 celestial bodies. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. These IDs are usually used with the research_technology tech ID command. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. 0 unless otherwise noted. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Good uses: Artillery and Auras. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. This page was last edited on 14 October 2017, at 11:01. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 2x Crystal plating (hull HP booster) - 550 HP. Decreased the base damage of explosive torpedoes. For Psionics, the main benefit would be the Psychic trait. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. Content is available under Attribution-ShareAlike 3. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. ago. 1 Libra 4. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. This page was last edited on 21 May 2022, at 20:12. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Wooden-Many-8509 • 22 min. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. Just had a random thought here. Stellaris > General Discussions > Topic Details. Refire rate and general stats have been adjusted. Cons: Hard-capped quantity based on Naval Capacity. Armor does not reduce damage to shields. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. Both are late game anyway so doesn't matter. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. . But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. I don’t think they are worth their 16 fleet cap right now. Where's my fucking reactive armor, goddammit. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. M. With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. 6. 2) if you took all the options to increase your leader cap. 85 -1 = 1. . Stellaris. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Equip an ancient suspension field 2. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). 2 (e793); build ID. -100% doubles your shields. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 0. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. 1 comment. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. Stellaris is a sci-fi grand strategy game set 200 years into the future. • 2 yr. Replaced can_see_in_list with hide_leader. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. 75% hardening all shield targets stop arc pretty well. 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). Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Deflectors are shields and do the same as any other shield within the game. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Gigacannon needs to do 12600 to. 1. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. )Galactic Paragons Expansion Features. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. If they're using mostly Lasers or Point Defense then you would want shielding. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Attack the ship with a shield penetration weapon 3. There's about a 10 day delay though. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. give shroud avatars 90 or 95% shield hardening . Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. and a huge stack of armour. Discussion. 1. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. They can help handle most forces until the enemy starts rolling up with battleships. Dark Matter Drawing & Shield Hardening +15% Research Speed; +10% Unity & 20 Leader Age; Titans & Juggernaut Aura : Chrono Field - Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship SpeedWhen 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). Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Larger ships have more. Also carries Auras. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. So in average the same amount of shield or armor will least half as much time as the hull. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Planetary shield generators in Star Wars are impenetrable. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Celestial bodies may have resources which can be harvested by orbital stations. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. Small ships can't do it no matter how much you try. The ship cannot take damage for a whole 10 days before it regens. 5 days.