stellaris shield hardening cap. Increased the base damage of Flak PD. stellaris shield hardening cap

 
 Increased the base damage of Flak PDstellaris shield hardening cap Patch 3

Which reduces your influence and diplomatic weight. 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. cake_flattener5 Corporate Dominion • 11. Inversely scale hardening module impact against hull size. 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. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. 1 Large Neutron Armor gives 1740 armor. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. I ragequited after the battle, and than reloaded the save. ago. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. None. Upload Attachment7. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. 5x divider on shields. Stellaris Wiki Active Wikis. Stellaris: Shield Hardeners - You must use them. 6 Diplomatic weight. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. There is no such thing as a "barrier" in the game. This mod is a global compatibility patch for Stellaris 3. I started a new game and I saw the frame world origin. Sep. (autocannons, which the AI loves to use) are crap against it. Big sad. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. (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. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. 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. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Vassalization request towards a Machine Intelligence empire. Planetary shield generators in Star Wars are impenetrable. 2 from 2 Shield Caps x 1. Tiasmoon. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. But if some torpedoes do get by, I. 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. 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. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. 5 and armor takes 2. In-combat regeneration occurs but its not a significant factor. Losing 100 Ar or 125 Sh to get 65 Hull. Stellaris > General Discussions > Topic Details. design a battleship with nanites repair drones. 5% daily Armor regen will restore about. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. Third, buff the hardening components. . Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. In summary, use the weapons that are effective against what your enemy has most of. 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. Just don't expect much from Corvette shields. EDIT: the philosophy this is based on is pre-3. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. give shroud avatars 90 or 95% shield hardening . 1 shield regen, 15% shield hardening. 7% shields/day, or 250 out of 35834. 6x Crystal plating - 1650 HP. Living Metal and Zro are kinda weird resources because they have very few uses. 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. malakhglitch Rogue Servitor. So if you got shield hardener, then 25% is dealt to shield. 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). Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. I'm assuming. #1. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. The cap to the Force Disparity bonus for fleets. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. My enemy has mountains of torpedoes (no neutron launchers). (Note: patch 3. 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. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. Stellaris. 8. 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. Auras of the same type do not stack. and a huge stack of armour. Inversely scale hardening module impact against hull size. 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. Stellaris. Recently I decided to pick it up again. 00, whereas explosive torps have 1. Current Stellaris Ship Meta (for v3. 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. 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). It also means you will only need 50% shield hardening to fully harden against these threats. Armor hardening is better and easier to get than shield hardening. As a rare tech, Basic Cloaking Fields has a small chance of appearing. It's a bit slower than shield reg, but your fleet starts each battle at full health. And ye, I'm already undetectable and in a "sweet spot". 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. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Refire rate and general stats have been adjusted. Where's my fucking reactive armor, goddammit. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. These are also stack. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Of course, check if your enemy has hardening, as that hard counters these and disruptors. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 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. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. Stellaris Wiki Active Wikis. 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. Yes they stack. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Yes, I'll attack the frigates yada yada. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. If the attacker's tracking is higher than the defender's. Now say, 30% shield hardening cuts Disruptor damage by a third. Gigacannon needs. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. The shield hardening components kind of revive the shields back to their older glory. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. For shield tanking you don't need a large amount of shields. I intervened without looking it up (as I do. Also carries Auras. 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. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Smaller ships only have one aux slot. Stellaris is a sci-fi grand strategy game set 200 years into the future. Observe the full damage going through shield. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. -100% doubles your shields. Early game of course I do the classic hangar DP, since they easily counter small ships. "Shields aren't too good" really depends on the situation. So the Whirlwind Missiles and Strike Craft both pierce shields. Battle ships are your heavy carriers and artillery weapons. 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. Thus far, the only one I've encountered that actually focuses on anti. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. ago. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Enforcers produce 1 Unity. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Decreased the base damage of explosive torpedoes. 34 comments. M-slot shields don´t have the double shield regeneration as S-slot shields but they have the double cap. Could be a researchable alternative under energy. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. The wiki doesn't say anything about them having point defense. " Even at 100% armour pen it still reduces damage. Content is available under Attribution-ShareAlike 3. Shield hardeners are a new defensive technology in the upcoming 3. Now say, 30% shield hardening cuts Disruptor damage by a third. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Early game of course I do the classic hangar DP, since they easily counter small ships. Starbases and Defense platforms. 0 “Orion”. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). Stellaris Real-time strategy Strategy video game Gaming. ; About Stellaris Wiki; Mobile viewMaybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. The. 4. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Armor Tier [I. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 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. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. It is developed by Paradox Development Studio and published by Paradox Interactive. 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. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 1. 5 days. Thread starter Chuunibyou Imouto;. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. disruptors late game might be worse now. Increased the range of Energy Siphons. add modifiers add/substracts a set amount of a resource or attribute to a scope. 9K health and 20% evasion. Archaeoshields should now properly provide their shield hardening bonus. 1 daily regen (2. No, those are permanently locked. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. 6 “Orion” update. Once you out-tech the AI, there's no point beyond FEs and Crisis. This is so effective that ~40k fleets 1:2 destro/cruiser. So thats 285 average damage per shot v armor every 5. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Other than Armor Hardening, it's just the edict to speed up megastructure construction. and a huge stack of armour. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 0 “Orion”. 7% shields/day, or 250 out of 35834. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. Cloaking disables shields. 6. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. Is this a good strategy for winning battles right now?Megastructures are colossal constructions. r/Stellaris. Bridger just gave an example of how he traded a 1200 HP shield fit for a 350 HP shield and armor 72 (70%) as displayed on his screen. Information. It's comparable to shield regen on fortresses. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Megacannon is 40% more DPS and 1. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Even an armada of warships doesn't have enough firepower to crack a planetary shield. 75% hardening all shield targets stop arc pretty well. 3 Base intel level. Stellaris. e. 2k. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. But the opposite will be better in all other situations, and there are more of those than pulsars. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Basically arc does 25% damage as shields are enough. X branch. 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. 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. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. I tried everything, strikecraft, artillery, energy weapons, etc. 3. Content is available under Attribution-ShareAlike 3. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. 1x shield capacitor. About this site. 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. Engineering research. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 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 only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. But that is only even taking into account the enemy damage types. Stellaris. All Discussions. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. 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. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. NagolRiverstar • 1 mo. Police State is. List of all technology ids in the game to be used with "research_technology" console command. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. 1 Answer. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Thorin May 12, 2016 @ 8:08am. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Plasma is a bit niche, but against a pure armor ship. This is so effective that ~40k fleets 1:2 destro/cruiser. 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. It means it ignores shield and does damage. I was able to see that they now have 50% shield hardening (which makes sense to me. That's good, but not great for an ascension path. 30% armor hardening on top cuts it by another third. Counter Evasion with Tracking once you cap at 100. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. Save file editing has to work too. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Legacy Wikis. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 100% is ideal value - as it would protect you from penalties from hull damage. E. Increased the range of Energy Siphons. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. 4 Stellaris Tech Id List – F to I. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. shields shields shields man. Are extremely powerful vs AI. 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. 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 . On a corvette with 2 armor. A destroyer: 40%. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. ago. I posted a bug report on the Stellaris forums. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. +10% evasion (and 20% sublight speed). The shield regen is just insane and my battleships only die when focused heavily. 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). The bad news is that it doesn't increase say shield benefits. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. is it worth it do you think?2 Answers. 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 -. 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. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. 8 armor/day (round to 35 to make math easy). Each start system can have between 2 and 15 celestial bodies. You can optimise for a large buffer or fast regen, and each. Jump to latest Follow Reply. The ship cannot take damage for a whole 10 days before it regens. #1. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 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. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. 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. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Archaeoshields should now properly provide their shield hardening bonus. And balance of anti shield and anti armour weapons set up as well. 00?Stellaris. 4K views 8 months ago. ; About Stellaris Wiki; Mobile viewJust had a random thought here. 25 shieldpoints. Nov 16, 2023PitiRR. A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). As probably most of you know. Below is an example of what I found out while testing ship combat. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Negative shield negation adds to your shield value after all other calculations. 3. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). Armor/shield hardening is a counter for weapons that bypass that defense. Canis Minor v3. . 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. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. As accidental fly into a pulsar system means if you have the other way you get wrecked. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. In the tests, I made 3 test juggernauts: 1. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. The field cannot be removed by any means, with the. 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. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Refire rate and general stats have been adjusted. If you mean by penetration resistance, then yes. Add a Comment. " Looks like a potential gamechanger for ship builds. and a huge stack of armour. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. M: +315 shield HP (505 with AP), 4. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 0 was never released to the public instead making patch 3. Shield Hardening should protect from storms and neutron stars. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). As soon as version 2. It gets shot by a 50% penetrating shot. Their battle ships regen something like 14k shield per day. 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. Members Online • Tornagh. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. 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. It won't be that bad in 2. Xaphnir. 1x regenerative hull tissue. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. 25) gets tanked instead (meaning. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Upload Attachment 7. . Base: 20 Modifiers. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. 4 Claim influence cost. Report. 2 thirds armour 1 third shield. In the default galaxy map mode, subjects have the same color as their overlord. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. 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. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. and a huge stack of armour. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). And if they have, armor is better than hull against kinetic batteries. Smaller ships only have one aux slot. I don’t think they are worth their 16 fleet cap right now. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Their faces are melting so lovely and the screams music to my ears. Here are the complete notes for Stellaris 3. Mining lasers are now classified as Brawling weapons. Shield nullification Starbase. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. Go to Stellaris r/Stellaris. Wooden-Many-8509 • 22 min. 2x Armor III - 430 HP. 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.