Stellaris shield hardening cap. Could be a researchable alternative under energy. Stellaris shield hardening cap

 
 Could be a researchable alternative under energyStellaris shield hardening cap  Report

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. You can roll. 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. We’ll begin with an exploration of the goals and. It won't be that bad in 2. 25 days. Stellaris. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. As probably most of you know. Now say, 30% shield hardening cuts Disruptor damage by a third. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. YokimisaIf I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardeningI feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. Web Death Jun 4, 2019 @ 11:54am. 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. 00. The bad news is that it doesn't increase say shield benefits. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Deflectors are shields and do the same as any other shield within the game. design a battleship with nanites repair drones. 7 (Ancient Suspension Field) and now especially with 3. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Increased the base damage of Flak PD. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Shield hardeners are a new defensive technology in the upcoming 3. 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. . So if you got shield hardener, then 25% is dealt to shield. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 6. 7 Fleet command limit. Archaeoshields should now properly provide their shield hardening bonus. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively. 9K health and 20% evasion. 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%. 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 -. Shield capacitor gives +10% for more shield (2x repeatables) vs. The nano missiles and saturation artillery are flatly excellent. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. They can help handle most forces until the enemy starts rolling up with battleships. Go to Stellaris r/Stellaris. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". It lacks the bonus to hull damage lasers have. 1x regenerative hull tissue. If the attacker's tracking is higher than the defender's. 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. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. • 20 days ago. 2x regenerative hull tissue. It gives +10% weapons damage, +10% shield hardening for admirals. 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. Would take an A slot. Refire rate and general stats have been adjusted. Stellaris is a sci-fi grand strategy game set 200 years into the future. -Ruler Job, meaning high upkeep. Of course, check if your enemy has hardening, as that hard counters these and disruptors. 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. 8. Add a Comment. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. But the opposite will be better in all other situations, and there are more of those than pulsars. 6 Diplomatic weight. Both have their shield_penetration modifier set to 1. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. It just combats against detection checks. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Ran into a new event last night. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Refire rate and general stats have been adjusted. as it is with the shields e. It is developed by Paradox Development Studio and published by Paradox Interactive. 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. Here are the complete notes for Stellaris 3. Jan 23, 2023. (I. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. 64) with it. The downside if that they use power and missiles/torpedo bypass them entirely. Thorin May 12, 2016 @ 8:08am. The 3k minor artifact cap is pretty painful now. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. A destroyer: 40%. As few weapons as possible. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. ago. +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. 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. Smaller ships only have one aux slot. Best. Damage redirected to the hardened component. In summary, use the weapons that are effective against what your enemy has most of. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. . Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 34 comments. 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. Reply. Regenerative Hull Tissue Buff 3. They cannot be built in orbit of a celestial body that has an. Stellaris > Workshop > Laquly 零者's Workshop. Mining lasers are now classified as Brawling weapons. 6. 3. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. 50% shield hardening lets you live +100% longer (!!!!!). If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Larger ships have more. 6. I recommend using hull plating only if you have Crystal Forged hull plating. I tried everything, strikecraft, artillery, energy weapons, etc. Archaeoshields should now properly provide their shield hardening bonus. 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. This impenetrable shield cuts both ways, however. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. Strictly speaking, I haven't found a lot of use for. Edict Fund can be increased by the following:. All Discussions. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Just don't expect much from Corvette shields. 8. Also, shield/armor hardening could make a disruptor-based. Decreased the base damage of explosive torpedoes. ago. It's mostly only going to be used in mp if you know the other guy is using full disruptor fleets, but even then I'd argue that going full shields with shield hardeners might be better because it's cheaper and more versatile. That’s how badly hardening gimps penetration weapons. Equip an ancient suspension field 2. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. 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. This mod is a global compatibility patch for Stellaris 3. This way I got a pretty low effective fleet cap but no changes in early game. 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. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. Armor is generally the better of the two, but it can depend on the AI's ship designs. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. The shield regeneration is per shield slot. If there is a storm that nullifies 100% shields, but ships have 20%. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. In this video I. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. So the Whirlwind Missiles and Strike Craft both pierce shields. and a huge stack of armour. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Enforcers produce 1 Unity. Increased the range of Energy Siphons. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. 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. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. Increased the base damage of Flak PD. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 5 days. Maybe they won't attack next time. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Counter Evasion with Tracking once you cap at 100. 18. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+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. Yes, I'll attack the frigates yada yada. BUT the shield hardening form suspension shields do not. Could be a researchable alternative under energy. Mean-Falcon-6204 •. It just misses an icon. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 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 . However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 4. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. +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. 75% hardening all shield targets stop arc pretty well. 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). Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. As soon as version 2. Go to Stellaris r/Stellaris. 1 Answer. An example would be the 100% shield bypass ability. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. A +50% bonus to one of the most common jobs in your empire. In the middle, fittingly, is the medium platform. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. Stellaris Wiki. Good uses: Artillery and Auras. 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. Note Police State does NOT require Enforcers for the 5% Stability. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. 1 comment. Battle ships are your heavy carriers and artillery weapons. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). 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". ago. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. I've had trouble figuring this out exactly, but this is what it looks like. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. In the tests, I made 3 test juggernauts: 1. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. 50% shield. But if some torpedoes do get by, I. There's about a 10 day delay though. 6 update). Stellaris. 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. Add a Comment. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. Patch 3. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. I posted a bug report on the Stellaris forums. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. 00?Stellaris. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. 3 Base intel level. Doesn't seem like silos or anything else increase it. Active Wikis. 1680x8 shields or 13440 points. Stellaris Real-time strategy Strategy video game Gaming. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. Sep 13, 2020 766 932. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Their fleets tend to follow their overlord's. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. Here are the complete notes for Stellaris 3. *) Created by jasonpepe. 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. - Gourmand in energy and is inefficient under a firepower too important. Total HP = 2853 with 5. Increased the base damage of Flak PD. Also carries Auras. They cannot be built in orbit of a celestial body that has an. This is so effective that ~40k fleets 1:2 destro/cruiser. Your enemy has to chew through them before attacking the hull. Hull is 3300. This means it now has 90-50=40% as the penetration just subtracts armor percentage. Jump to latest Follow Reply. 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. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. 3 Stellaris Tech Id List – C to E. Except that they use 25 / 50 / 100 power each. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. . This week’s topic is the combat rebalancing planned for the Stellaris 3. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Q1. 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. 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. I believe one of the fallen empires are very into disruptors. 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). 1 the first in the 3. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. 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 mod adds base hardening to shields and armor, increasing with their tier. With a shield capacitor, that's +50% regen. M: +315 shield HP (505 with AP), 4. That’s how badly hardening gimps penetration weapons. Shield strength, against full shield penetrators, is given by. But the opposite will be better in all other situations, and there are more of those than pulsars. I started a new game and I saw the frame world origin. 75% hardening all shield targets stop arc pretty well. Observe the full damage going through shield. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Third, buff the hardening components. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. • 2 yr. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Armor hardening is better and easier to get than shield hardening. ago. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. It is now possible to get 100% of both shield and armor hardening using councillors only. 2 Available envoys. Ironically, there is an advanced armor option known as Dragonscale Armor. That’s 17. E. They cannot be built in orbit of a celestial body that has an. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Stellaris is a sci-fi grand strategy game set 200 years into the future. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. 3 Stat modifiers affecting empire. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Third, buff the hardening components. 5 and armor takes 2. Just what it say on the tin. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 9. 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. For that I fortified the planet, 1 capital building, 1 shield generator, 1 military academy and a Fortress in every tile. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Information. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. In the middle, fittingly, is the medium platform. I was able to see that they now have 50% shield hardening (which makes sense to me. 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. Go to Stellaris r/Stellaris. 3. Increased the range of Energy. 6 Badges. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 0 “Orion”. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. The shield hardening components kind of revive the shields back to their older glory. 9) quite a lot. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". They're more effective the more shielding you have on the ship. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. nightraven1901. . g, 100% penetration vs 75% hardening means 25% of the damage goes through. 2x Crystal plating (hull HP booster) - 550 HP. 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. 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. They're 100% shield and armor penetration with higher base damage output in the S slot than M slot disruptors, and on top of that do +25% to hull. 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. (Note: patch 3. Except when he uses shield-piercing weaponry. . Auras of the same type do not stack. The cap to the Force Disparity bonus for fleets that are significantly. Starbases and Defense platforms. If you go into a system with shield negation, you average them out for the value of your shield. 8 Governing ethics attraction. If they're using mostly Lasers or Point Defense then you would want shielding. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. 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. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Armor/shield hardening is a counter for weapons that bypass that defense. 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. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. They cannot be built in orbit of a celestial body that has an. Ograe • 5 yr. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. In the default galaxy map mode, subjects have the same color as their overlord. 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. 0 unless otherwise noted. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. The driller drones synergize really well with other shield bypass builds. Stellaris Real-time strategy Strategy video game Gaming. Thus far, the only one I've encountered that actually focuses on anti. Plasma is a bit niche, but against a pure armor ship. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Report. 8. ago Maybe. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 0 unless otherwise noted. ago. 1. Patch 3. In the meantime I found a bug. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. At 90% armor, 90% of all damage incoming to the ships' hull is. 00, but energy torps have their shield_damage modifier at 0.