Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 1 Answer. I get the sense the tech is a bit less finicky in Stellaris. Meaning you can get 100% hardening on a large ship, pretty easily. 13. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. 00, but energy torps have their shield_damage modifier at 0. 8. The current "meta" is hardening and penetrating weapons, often hardened armor. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. 3. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. But the opposite will be better in all other situations, and there are more of those than pulsars. The Dragon. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Strictly speaking, I haven't found a lot of use for. The advantage to shields is that they recharge on their own, but no longer in combat. 7 throwing this strategy out the window. • 20 days ago. 9) quite a lot. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. Here are the complete notes for Stellaris 3. Content is available under Attribution-ShareAlike 3. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. Xaphnir. 0 unless otherwise noted. There is no such thing as a "barrier" in the game. Armor Tier [I. The planet was full of genetically engineered super soldiers. (I. #1. For shield tanking you don't need a large amount of shields. Total HP = 2853 with 5. You can roll. The driller drones synergize really well with other shield bypass builds. Megastructures are colossal constructions. 4K views 8 months ago. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. frac {a} {a + 60} * ( 100% - p% ) I. 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. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). Stellaris. Wooden-Many-8509 • 22 min. Which reduces your influence and diplomatic weight. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Armor does not reduce damage to shields. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 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. it would still hit the 90% cap. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Battleships are around 11. and a huge stack of armour. 5 Q3. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 34. Mining lasers are now classified as Brawling weapons. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. If the target has shield hardening, they still work together to beat the shields first. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. In the middle, fittingly, is the medium platform. 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. So the Whirlwind Missiles and Strike Craft both pierce shields. 5% Stability. Stellaris Wiki Active Wikis. R5: Found a choke point on a pulsar that gives 100% shield nullification. r/Stellaris. 2 thirds armour 1 third shield. My enemy has mountains of torpedoes (no neutron launchers). Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Hull is 3300. 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. 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 affected at all. In the meantime I found a bug. is it worth it do you think?Hello! I used to be pretty hardcore into this game. . It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 3 Base intel level. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. These are also stack. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. 2x regenerative hull tissue. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. 2x Armor III - 430 HP. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. The shield regeneration is per shield slot. 3 Stellaris Tech Id List – C to E. Tiasmoon. This mod adds base hardening to shields and armor, increasing with their tier. Regenerative Hull Tissue Buff 3. . Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. Archaeoshields should now properly provide their shield hardening bonus. 1x regenerative hull tissue. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. 1 comment. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 50, vs Gamma lasers at 6. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. invol713 • 5 yr. 00. +10% evasion (and 20% sublight speed). Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Losing 100 Ar or 125 Sh to get 65 Hull. . Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. You are literally paying double for only 30% extra defense. Q2. Armor is generally the better of the two, but it can depend on the AI's ship designs. is it worth it do you think?2 Answers. They can help handle most forces until the enemy starts rolling. Their battle ships regen something like 14k shield per day. and a huge stack of armour. And balance of anti shield and anti armour weapons set up as well. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. and there is no way to bring them back. 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. 2x Crystal plating (hull HP booster) - 550 HP. Enforcers produce 1 Unity. I believe one of the fallen empires are very into disruptors. 00, whereas explosive torps have 1. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Third, buff the hardening components. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. This page was last edited on 21 May 2022, at 20:12. Members Online • Tornagh. So I’ve managed to repel quite a few attacks by bunching all my fleets together and stationing my huge clump of ships strategically so that the horde just sent groups of 18ks at my 30k, which eventually resulted in the great Khans death. 7. 2) if you took all the options to increase your leader cap. Steps to reproduce the issue. Could be a researchable alternative under energy. Equip an ancient suspension field 2. This is before introducing Shield repeatable. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Armor/shield hardening is a counter for weapons that bypass that defense. 2 from 2 Shield Caps x 1. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. I recommend using hull plating only if you have Crystal Forged hull plating. A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 2 Available envoys. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. 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). At 90% armor, 90% of all damage incoming to the ships' hull is. That's good, but not great for an ascension path. 1. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 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. 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. Battle ships are your heavy carriers and artillery weapons. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Attack the ship with a shield penetration weapon 3. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. Thus far, the only one I've encountered that actually focuses on anti. 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. 0 was never released to the public instead making patch 3. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Canis Minor v3. +25% Shield Regen +3% Shield Hardening; Missiles. Observe the full damage going through shield. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. It won't be that bad in 2. The other version is "%chance to reduce any damage from penetrating at all" but I. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. I recently fought the Unbidden, which I hadn't done in a long time. Here are the complete notes for Stellaris 3. If you implement that, properly so the. 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 -. These IDs are usually used with the research_technology tech ID command. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. It gives a +10 fleet capacity but a 5% upkeep increase for ships. g, 100% penetration vs 75% hardening means 25% of the damage goes through. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Depends on who you're fighting. g. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Just had a random thought here. It is now possible to get 100% of both shield and armor hardening using councillors only. Taking any damage at all will reset this timer. Equip an ancient suspension field 2. As soon as version 2. Ancient Pulse Armor (and other ancient armaments) are impractical. Except that they use 25 / 50 / 100 power each. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 67. 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. ago. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Stellaris cheats and commands. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. 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. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Refire rate and general stats have been adjusted. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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 . 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. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. And a corvette: 50%. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. Stellaris Wiki Active Wikis. You should have a mix of weapons for this reason. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. 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. Shield nullification Starbase. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Damage 16 - 24 +100% Shield Penetration +25% Hull Damage;Tactics Forever, before the dev put it on Steam and then gave up on it. Living Metal and Zro are kinda weird resources because they have very few uses. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. 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. You can send your ships to vassal ports if you. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. • 20 days ago. Once you out-tech the AI, there's no point beyond FEs and Crisis. They cannot be built in orbit of a celestial body that has an. ago. I think some FE/AE focus on energy. 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. Both are late game anyway so doesn't matter. This impenetrable shield cuts both ways, however. The stasis field does less direct shielding than T5, but also adds hardening, which is big. 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. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Current Stellaris Ship Meta (for v3. Stellaris. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. There is no such thing as a "barrier" in the game. So raw HP gives you better or same than the others, and always works. Good uses: Artillery and Auras. 100% is ideal value - as it would protect you from penalties from hull damage. 3. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. 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. M. In Stellaris, if you lose the fight for the system, thats generally all that matter. Below is an example of what I found out while testing ship combat. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. 6; 1; Reactions: Reply. Armor provides. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. 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. We’ll begin with an exploration of the goals and. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. Inversely scale hardening module impact against hull size. 25 to shield. Both have their shield_penetration modifier set to 1. 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. This mod adds base hardening to shields and armor, increasing with their tier. X branch. E. 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. Stellaris's performance issues have gotten better. 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. Yes they stack. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Ran into a new event last night. New comments cannot be posted and votes cannot be cast. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. 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. 6 Diplomatic weight. Losing 100 Ar or 125 Sh to get 65 Hull. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. This page was last edited on 14 October 2017, at 11:01. Best. 0 was launched, they doubled the cap from 200 to 500. There's about a 10 day delay though. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Jump to latest Follow Reply. The great khan event is brutal. reduction modifiers divide an amount of a resource or attribute by a set amount. Smaller ships only have one aux slot. In the middle, fittingly, is the medium platform. Negative shield negation adds to your shield value after all other calculations. Base: 20 Modifiers. Content is available under Attribution-ShareAlike 3. Shield Hardening should protect from storms and neutron stars. 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. • 2 yr. Just what it say on the tin. Stellaris Real-time strategy Strategy video game Gaming. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. M: +315 shield HP (505 with AP), 4. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. 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. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 6. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Basically arc does 25% damage as shields are enough. Unable to carry any Point-Defense: very vulnerable to torpedoes. They cannot be built in orbit of a celestial body that has an. e. 8. Yeah, you kinda need this. 1 Libra 4. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. 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. 75% hardening all shield targets stop arc pretty well. Their fleets tend to follow their overlord's. PitiRR. A celestial body is a star, planet, moon or asteroid present in a star system. 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. If you mean by penetration resistance, then yes. Dark Matter Drawing & Shield Hardening +15% Research Speed; +10% Unity & 20 Leader Age; Titans & Juggernaut Aura : Chrono Field - Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship SpeedWhen needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). ago. Its not even an early game advantage anymore. 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. They are very good. . 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. 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. Nearly all "special" AI empires build anti Shield. 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. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. 1 shield regen, 15% shield hardening. 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.