stellaris shield hardening cap. 4. stellaris shield hardening cap

 
 4stellaris shield hardening cap  Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed

A celestial body is a star, planet, moon or asteroid present in a star system. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Yes they stack. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. . Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. But the opposite will be better in all other situations, and there are more of those than pulsars. Taking any damage at all will reset this timer. disruptors late game might be worse now. ago. An example would be the 100% shield bypass ability. 7 throwing this strategy out the window. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. #2. I think the maximum leader cap was 12 or 15 (in 3. Jump to latest Follow Reply. . 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 . Reclusive −5% Diplomatic Weight. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Except that they use 25 / 50 / 100 power each. 0 was never released to the public instead making patch 3. Alpha damage is the amount of damage a fleet can dish out per volley. 8. 4. Shield nullification Starbase. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. Promethian Mar 12, 2019 @ 7:28pm. #1. Baby's First Stellaris Ships (3. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. ago. My enemy has mountains of torpedoes (no neutron launchers). ago. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. The nano missiles and saturation artillery are flatly excellent. Canis Minor v3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. But if some torpedoes do get by, I. 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. Megacannon is 40% more DPS and 1. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. is it worth it do you think?Hello! I used to be pretty hardcore into this game. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 8. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Base: 20 Modifiers. Both have their shield_penetration modifier set to 1. It gets deleted when the colossus is used. A destroyer: 40%. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 6 ORION: Leader Balancing. It's a bit slower than shield reg, but your fleet starts each battle at full health. Think of the Stellaris shield trade-offs the same way. This mod is a global compatibility patch for Stellaris 3. They're very powerful if your enemy lacks hardening. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Maybe they won't attack next time. Legacy Wikis. hardening * total. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Third, buff the hardening components. 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. Content is available under Attribution-ShareAlike 3. 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%. As accidental fly into a pulsar system means if you have the other way you get wrecked. Their fleets tend to follow their overlord's. 4 Stellaris Tech Id List – F to I. I'm assuming. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. 3. 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. nightraven1901. 1. Ironically, there is an advanced armor option known as Dragonscale Armor. Legacy Wikis. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 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. That’s how badly hardening gimps penetration weapons. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. So 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. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). 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. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. and you should focus on only one hardening to make it actually viable. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. . Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. 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. It also means you will only need 50% shield hardening to fully harden against these threats. 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. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. 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. If you're using Clone Army, you want that empire to be war-heavy, more than likely. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. Can't terraform Mars then. Economics is everything in stellaris if you have more ships you win. build several of these. ago. Third, buff the hardening components. Smaller ships only have one aux slot. Also carries Auras. Stellaris. If the target has shield hardening, they still work together to beat the shields first. 7. Just what it say on the tin. -100% doubles your shields. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. ago. It just misses an icon. !!Universal Modifier Patch (3. Q1. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Observe the full damage going through shield. Big sad. 34 comments. 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. , facing Arc Emitter battleships or the like. E. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). It is developed by Paradox Development Studio and published by Paradox Interactive. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Callinicus. Total HP = 2853 with 5. Report. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 4K views 8 months ago. 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. Just what it say on the tin. In this video I. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Cato Mar 7, 2018 @ 5:55pm. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 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. ago. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Strictly speaking, I haven't found a lot of use for. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. To quickly find a tech in this list press ctrl + f and type in the techs name. 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. There is no such thing as a "barrier" in the game. Apr 23, 2023. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. #15. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. 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. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. • 20 days ago. 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. Damage redirected to the hardened component. 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. This is so effective that ~40k fleets 1:2 destro/cruiser. They can help handle most forces until the enemy starts rolling up with battleships. They're more effective the more shielding you have on the ship. But the opposite will be better in all other situations, and there are more of those than pulsars. give shroud avatars 90 or 95% shield hardening . Web Death Jun 4, 2019 @ 11:54am. Ograe • 5 yr. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. Plasma is a bit niche, but against a pure armor ship. These IDs are usually used with the research_technology tech ID command. 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. 2x Armor III - 430 HP. As a rare tech, Basic Cloaking Fields has a small chance of appearing. The advantage to shields is that they recharge on their own, but no longer in combat. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 6. Both are late game anyway so doesn't matter. 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. juggernaut: has 4 shield hardeners, this is how it is supposed to work without the 4x25%. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. They cannot be built in orbit of a celestial body that has an. 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. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Megastructures are colossal constructions. • 5 yr. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. and a huge stack of armour. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. Stellaris Real-time strategy Strategy video game Gaming. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. 0. Increased the range of Energy. It also means you will only need 50% shield hardening to fully harden against these threats. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. Shields are hit-points on top of your hull hitpoints. 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). Stellaris Wiki Active Wikis. 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. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. Cons: Hard-capped quantity based on Naval Capacity. Edict Fund can be increased by the following:. Armor/shield hardening is a counter for weapons that bypass that defense. 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. )Galactic Paragons Expansion Features. About this site. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Yes, I'll attack the frigates yada yada. . 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. Stellaris Real-time strategy Strategy video game Gaming. For example. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Peter34cph • 1 yr. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. If other mods modify the initial material storage cap, the lower one in the sorted list. 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. This thread is archived. This page was last edited on 21 May 2022, at 20:12. Armor/shield hardening is a counter for weapons that bypass that defense. 25) gets tanked instead (meaning. Stellaris: Bug Reports Stellaris: Suggestions Stellaris: Tech Support Stellaris: Multiplayer Stellaris: User Mods Stellaris AAR (After Action Reports). PitiRR. Yes they stack. The cap to the Force Disparity bonus for fleets. 9 that merges the various incompatible game rules and scripted triggers added by mods. And balance of anti shield and anti armour weapons set up as well. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. 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. 3 Stellaris Tech Id List – C to E. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Also, shield/armor hardening could make a disruptor-based. e. Shield Hardening should protect from storms and neutron stars. Ancient Pulse Armor (and other ancient armaments) are impractical. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. Log In / Sign UpI have always wondered whats the point of having penetration. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Shard. 5 Stellaris Tech Id List – J to P. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. 6 Badges. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Armor is generally the better of the two, but it can depend on the AI's ship designs. Patch 3. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. 2x regenerative hull tissue. 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. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 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. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. . 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. 2x regenerative hull tissue. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 0 “Orion”. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 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. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. and a huge stack of armour. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. (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. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. 100% is ideal value - as it would protect you from penalties from hull damage. ago. 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. You can send your ships to vassal ports if you. 6 beta for Extra Ship Components:. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. 0 “Orion”. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. Shields regenerate on their own after battles. Are extremely powerful vs AI. Reply ggmoyang Voidborne • Additional comment actions. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Even an armada of warships doesn't have enough firepower to crack a planetary shield. Here are the complete notes for Stellaris 3. 5 to hull, 18. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. 1x regenerative hull tissue. Meaning you can get 100% hardening on a large ship, pretty easily. That’s how badly hardening gimps penetration weapons. All Discussions. There is too much data tied up in a planet. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The Dragon. If the attacker's tracking is higher than the defender's. Decreased the base damage of explosive torpedoes. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Meaning you can get 100% hardening on a large ship, pretty easily. Tiasmoon. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. 75% hardening all shield targets stop arc pretty well. 85 -1 = 1. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). 1 daily regen (2. 4. 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. 0 “Orion”. They can help handle most forces until the enemy starts rolling. 5% Stability. This impenetrable shield cuts both ways, however. 2 thirds armour 1 third shield. 50% shield hardening lets you live +100% longer (!!!!!). The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 64) with. 3. The other version is "%chance to reduce any damage from penetrating at all" but I. e. Go to Stellaris r/Stellaris. "Shields aren't too good" really depends on the situation. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. With 3. Mining lasers are now classified as Brawling weapons. I ragequited after the battle, and than reloaded the save. M: +315 shield HP (505 with AP), 4. 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". Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. 2 (e793); build ID. In the middle, fittingly, is the medium platform. 6. Oct 14,. Content is available under Attribution-ShareAlike 3. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. and a huge stack of armour. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. The shield hardening components kind of revive the shields back to their older glory. They cannot be built in orbit of a celestial body that has an. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. 1 comment. 8. X branch. Increased the base damage of Flak PD. 6 “Orion” update. Best. 7 (Ancient Suspension Field) and now especially with 3. 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. I intervened without looking it up (as I do. 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. I believe one of the fallen empires are very into disruptors. With the 2. Hull is 3300. And a corvette: 50%. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. #4. If there is a storm that nullifies 100% shields, but ships have 20%. Engineering research. The driller drones synergize really well with other shield bypass builds. 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. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. That’s 17. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). That's how counterplay works. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. On a corvette with 2 armor. Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. 3. In the default galaxy map mode, subjects have the same color as their overlord. Stellaris. 2x Armor III - 430 HP. Increased the range of Energy Siphons.