Stellaris shield hardening cap. Basically arc does 25% damage as shields are enough. Stellaris shield hardening cap

 
 Basically arc does 25% damage as shields are enoughStellaris shield hardening cap  The cap to the Force Disparity bonus for fleets

Cloaking disables shields. #4. I recommend using hull plating only if you have Crystal Forged hull plating. Except that they use 25 / 50 / 100 power each. Stellaris cheats and commands. Even an armada of warships doesn't have enough firepower to crack a planetary shield. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. Increased the range of Energy Siphons. And ye, I'm already undetectable and in a "sweet spot". If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 9K health and 20% evasion. Ran into a new event last night. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Stellaris. Stellaris. 6 update. Could be a researchable alternative under energy. I intervened without looking it up (as I do. I started a new game and I saw the frame world origin. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. 0 unless otherwise noted. A quick search reveals that shield hardening apparently stacks. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Thread starter Chuunibyou Imouto;. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. 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. 3. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. If you implement that, properly so the. X branch. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. It's comparable to shield regen on fortresses. 5 Stellaris Tech Id List – J to P. Of course, check if your enemy has hardening, as that hard counters these and disruptors. Celestial bodies may have resources which can be harvested by orbital stations. Add a Comment. 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. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. Decreased the base damage of explosive torpedoes. These IDs are usually used with the research_technology tech ID command. Losing 100 Ar or 125 Sh to get 65 Hull. They cannot be built in orbit of a celestial body that has an. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Stellaris Real-time strategy Strategy video game Gaming. hardening * total. 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. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. nightraven1901. 1. Basically arc does 25% damage as shields are enough. Both have FTL, but it's not super clear what the range/speed is for XCOM. 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. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. Related Topics. They cannot be built in orbit of a celestial body that has an. The shield regeneration is per shield slot. and a huge stack of armour. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Shard. That’s 17. is it worth it do you think?2 Answers. reduction modifiers divide an amount of a resource or attribute by a set amount. Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. 6 Badges. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. In this video I. 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. Just don't expect much from Corvette shields. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. 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. It is weird that the double amount of smaller shields is better than one class larger. Archeao Engineers as a perk. 1 Answer. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. Jump to latest Follow Reply. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". This is a searchable and complete list of Stellaris technologies and their IDs. Report. 7% shields/day, or 250 out of 35834. As accidental fly into a pulsar system means if you have the other way you get wrecked. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. add modifiers add/substracts a set amount of a resource or attribute to a scope. 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 Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. 9. is it worth it do you think?Hello! I used to be pretty hardcore into this game. R5: Found a choke point on a pulsar that gives 100% shield nullification. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. It gives +10% weapons damage, +10% shield hardening for admirals. If you mean by penetration resistance, then yes. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. There is no such thing as a "barrier" in the game. . Now say, 30% shield hardening cuts Disruptor damage by a third. 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. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Stellaris Wiki Active Wikis. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. Web Death Jun 4, 2019 @ 11:54am. 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. 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. Stellaris Real-time strategy Strategy video game Gaming. Stellaris Wiki Active Wikis. (Note: patch 3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Added new aux components that use Exotic Gases, Rare. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. 1x shield capacitor. Inversely scale hardening module impact against hull size. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. 1 the first in the 3. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. The planet was full of genetically engineered super soldiers. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Increased the range of Energy Siphons. Auras of the same type do not stack. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). Stellaris > General Discussions > Topic Details. Just don't expect much from Corvette shields. Increased the base damage of Flak PD. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Deflectors are shields and do the same as any other shield within the game. But if some torpedoes do get by, I. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. For example the ancient laster (Cavitation Collapser), resembles normal lasers. If they're using mostly Lasers or Point Defense then you would want shielding. Generally you should mount a higher ratio of armour anyway. Cool. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Mining lasers are now classified as Brawling weapons. I tried everything, strikecraft, artillery, energy weapons, etc. It matters more with shields. +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. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Archaeoshields should now properly provide their shield hardening bonus. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. !!Universal Modifier Patch (3. as it is with the shields e. Content is available under Attribution-ShareAlike 3. Armor applies damage reduction to the hull. 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. Jump to latest Follow Reply. 1 shield regen, 15% shield hardening. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. The cap to the Force Disparity bonus for fleets. That seems to make Shield-focused fleet builds more attractive, i. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The 3k minor artifact cap is pretty painful now. TLDR; Armor is better than shields the vast majority of the time. Is this a good strategy for winning battles right now?This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). nightraven1901. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 4K views 8 months ago. Both are late game anyway so doesn't matter. )Galactic Paragons Expansion Features. Are extremely powerful vs AI. . About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In Stellaris, if you lose the fight for the system, thats generally all that matter. Your enemy has to chew through them before attacking the hull. Stellaris. 1. 50% shield. 1 Libra 4. 50% shield hardening lets you live +100% longer (!!!!!). Stellaris. 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. Yes they stack. 1x regenerative hull tissue. Also there is +30% evasion from 3 thrusters and 10% from combat. That's worse than 6+6=12s for a purely neutral weapon. List of all technology ids in the game to be used with "research_technology" console command. Increased the base damage of Flak PD. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. 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. Decreased the base damage of explosive torpedoes. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Shield nullification. Armor a in the presence of armor penetration p reduces hull damage by a percentage. ago. Content is available under Attribution-ShareAlike 3. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Canis Minor v3. Wooden-Many-8509 • 22 min. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 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. 3 Base intel level. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . Plasma is a bit niche, but against a pure armor ship. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. It is developed by Paradox Development Studio and published by Paradox Interactive. 6 shield regen, 15% shield hardening. Damage 16 - 24 +100% Shield Penetration +25% Hull Damage;Tactics Forever, before the dev put it on Steam and then gave up on it. 4. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. +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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Stellaris Real-time strategy Strategy video game Gaming. Shield nullification Starbase. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. 7 throwing this strategy out the window. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. Pros: Only ship type with T-slot, which can have absurd range. Dr_Bombinator • 6 yr. It gives a +10 fleet capacity but a 5% upkeep increase for ships. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. It just misses an icon. The great khan event is brutal. 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. Report. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Tried again, happened again. " Looks like a potential gamechanger for ship builds. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Generally you should mount a higher ratio of armour anyway. Stellaris Wiki Active Wikis. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Report. Just use a balanced approach when it comes to shields and armour. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. 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. Big sad. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). Refire rate and general stats have been adjusted. M: +315 shield HP (505 with AP), 4. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 1 Large Neutron Armor gives 1740 armor. Side bonus of 80% shield hardening and 400 extra armor and shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 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. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. 6 update). Removed any mention of a 365 day calendar in Stellaris. 6 Technology List – Q to S. 25 to shield. Battleships are around 11. disruptors late game might be worse now. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Stellaris. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Upload Attachment 7. For Psionics, the main benefit would be the Psychic trait. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Increased the range of Energy Siphons. 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. Where's my fucking reactive armor, goddammit. 1 Regenerative hull gives +10% daily armor regen. Refire rate and general stats have been adjusted. 3 Stellaris Tech Id List – C to E. conflare. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. Discovered a shielded world where the shield was failing and was about to cook the planet to death. so first the missing techs. 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. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. Good uses: Artillery and Auras. A destroyer: 40%. Increased the base damage of Flak PD. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 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. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Reclusive −5% Diplomatic Weight. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). Save file editing has to work too. They can help handle most forces until the enemy starts rolling. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. 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. 67. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Stellaris technology list and IDs cheat. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. Their fleets tend to follow their overlord's. Maybe they won't attack next time. Megastructures are colossal constructions. 8. . Armor provides. Current Stellaris Ship Meta (for v3. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Losing 100 Ar or 125 Sh to get 65 Hull. 0 unless otherwise noted. 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. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. 0. cake_flattener5 Corporate Dominion • 11. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Sep 13, 2020 766 932. 3. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. The same goes for L-slot shields. 2x Crystal plating (hull HP booster) - 550 HP. Unable to carry any Point-Defense: very vulnerable to torpedoes. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. shields shields shields man. . 00, but energy torps have their shield_damage modifier at 0. Go to Stellaris r/Stellaris. Xaphnir. But it also penetrates armor by 50%. 6x Crystal plating - 1650 HP. 5. So the Whirlwind Missiles and Strike Craft both pierce shields. 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. Darvin3. Stellaris > Workshop > Laquly 零者's Workshop. ago • Edited 5 yr. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. 1. 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. Small ships can't do it no matter how much you try. It's a bit slower than shield reg, but your fleet starts each battle at full health. As accidental fly into a pulsar system means if you have the other way you get wrecked. A celestial body is a star, planet, moon or asteroid present in a star system. (Note: patch 3. 2x Armor III - 430 HP. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. All Discussions. 6. Regenerative Hull Tissue Buff 3. . 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. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. 6. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. 3. At 90% armor, 90% of all damage incoming to the ships' hull is. 75% hardening all shield targets stop arc pretty well. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Content is available under Attribution-ShareAlike 3. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. For shield tanking you don't need a large amount of shields. I wonder how good would it be against missile swarm cruiser spam. ago. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 1 the first in the 3. You can roll. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. It lacks the bonus to hull damage lasers have. and a huge stack of armour. Shield capacitor gives +10% for more shield (2x repeatables) vs. Best. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. NagolRiverstar • 1 mo. I ragequited after the battle, and than reloaded the save. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. 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. You don't. These are also stack. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. You can optimise for a large buffer or fast regen, and each. As probably most of you know. (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. Hull is 3300. 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. ago. Losing 100 Ar or 125 Sh to get 65 Hull. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening.