Shield hardening stellaris. Stellaris is discrete in nature, as any software is, and it has to try to represent our continuous time in the best possible way. Shield hardening stellaris

 
Stellaris is discrete in nature, as any software is, and it has to try to represent our continuous time in the best possible wayShield hardening stellaris  2 thirds armour 1 third shield

It's a. Legacy Wikis. 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. #1. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. I've put about 100-150 hours into the game but have been slacking. 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. Mining lasers are now classified as Brawling weapons. Observe the full damage going through shield. Yeah, the first time I ran into this, it confused me, too. So in average the same amount of shield or armor will least half as much time as the hull. Archeao Engineers problem. 6 “Orion” update includes many changes to combat. One living metal, and one for the shield, and later with 2 shield. Toggle signature Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. The ability to stack tons of shield and armor hardening is maybe useful for things like your flagship titans and juggernaut, but it's otherwise of very little value (and costs enough energy that starbases will leave weapon slots empty in order to try to mount defenses that they can't even benefit from!). PvP is where the fleet composition you use matters a lot more I think. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. My enemy has mountains of torpedoes (no neutron launchers). Losing 100 Ar or 125 Sh to get 65 Hull. Stellaris Wiki Active Wikis. I've had trouble figuring this out exactly, but this is what it looks like. Yes it's worth it. There are many, many ways to bypass shields, and running Shield Hardening is a massive opportunity loss. 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. Hello all, I'm new to stellaris and I've recently been messing around trying to learn things. - Update ESC-Unbidden crisis to follow same spawn rules as the vanilla one (no pulsar / binary system spawning). E. ago. All Discussions. . And ye, I'm already undetectable and in a "sweet spot". Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. What I want in a fleet is good firepower, while having a high survival rate. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. There are few weapons in the galaxy that can penetrate the hulls of. Negative shield negation adds to your shield value after all other calculations. +25% Shield Regen +3% Shield Hardening; Missiles. 75 to armor and 6. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Meaning you can get 100% hardening on a large ship, pretty easily. Small ships can't do it. Once you enter war they are forbidden to use your gateways, and you cant enter theirs. Content is available under Attribution-ShareAlike 3. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. I fly with a combination of torpedoes and stormfire cannons. My ships slots are half armor, 25% crystal, 25% shields. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Its just farming. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris 3. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. 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. R5: One of the unique traits of menacing ships is that their cost does not change regardless of components, so in 3. #2. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. 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. Just don't expect much from Corvette shields. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. 25 shield hardening and . Both are late game anyway so doesn't matter. As you get so much boosts to food, mineral and energy production, their boosting traits are not worth as much, except as job weights. Losing 100 Ar or 125 Sh to get 65 Hull. Shield hardening was extremely useful in my last game (mostly against the Scourge). The shield regeneration is per shield slot. All neutral or friendlies share gateways access. I chose corvettes for this as they get more free shields and armor per fleet cap from this than any other ship. 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. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Torpedos now deal more damage the bigger the target. That’s how badly hardening gimps penetration weapons. 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. r/Stellaris • Someone on the forum made a really good write up on how ship engagement works, and demonstrated mechanics that I didn't know existed even at 2,000+ hours in the gameOriginally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. I don't know what the fuck beats a Juggernaut with 100% shield hardening. I fly with a combination of torpedoes and stormfire cannons. You should also be able to trade for food if need be. Besides, shield/ hull regen don't seem to be much use on a corvette- if it's being targeted odds of it surviving a day are probably slim. 1. Not on corvettes though. Never had the Great Khan unite the galaxy before. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Legacy 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris Real-time strategy Strategy video game Gaming. I recently fought the Unbidden, which I hadn't done in a long time. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Active Wikis. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. The shield regen is just insane and my. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Darvin3. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Instead of trying to undermine battleships in Stellaris, which seems to be the case as they are being nerfed in multiple ways - there now isn't even a good anti-armor artillery weapon anymore (sure, neutron launchers were outrageous,. 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. Side bonus of 80% shield hardening and 400 extra armor and shields. 6 beta for Extra Ship Components:. Modding it back in is easy enough, but i guess PDX were concerned about how fast shields recharge once it's enabled. For individual ship designs, I set a theme for each one. ago. . Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. 25 to shield. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. 9 that merges the various incompatible game rules and scripted triggers added by mods. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide margin, as every ship in your fleet should be regenerating upwards of 60 shields every day continuously. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. 2x Armor III - 430 HP. L gates are different though and they can still enter from the closest I gate into the cluster and go through your L GATE gateway. You are correct that hull regen is per month. . Just had a random thought here. Stellaris: Suggestions. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. 25 shield hardening and . This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Yes it's worth it. Now, "performance vs fleet capacity used", that may be a different story. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Total HP = 2853 with 5. Yes they stack. Add a Comment. Larger ships have more. You can see that by putting two afterburners or shield capacitors on. There are 6 players and idealy we would like to stop after 5-8 hours. Well, this is that. So after playing around for a while with different setups I found that shields + Shield capacitor is stronger in most situations than either armor or armor + shield builds. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. 5 and armor takes 2. This mod is a global compatibility patch for Stellaris 3. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. - Improved the blocker & feature spawning on Ancient Archaeopolises. Time to load it up with armor and plasma! 12. Make Exotic Gas Extraction and Rare Crystal Mining valid requirements for rolling Shield Hardening and Armor Hardening techs, respectively. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". PSA: Menacing ships do cost minor artifacts if you slap archeo-tech on them. 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. Losing 100 Ar or 125 Sh to get 65 Hull. The. You’ll see your numbers go up in the ship designer, 1. They punch way above what their fleet power numbers would indicate. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. . However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Can confirm - fastest with few pauses can get you through the first 150 years or so on one sitting. . 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. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. hardening * total. Observe the full damage going through shield. 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. Stellaris. 2x Crystal plating (hull HP booster) - 550 HP. MuffinFIN • 5 yr. 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. 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. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. I don't know why it would be small, other than your resolution setting being set to an absurdly high number, but there is a UI scaling option in the menu that might fix this (if it doesn't, lower your resolution maybe?). Jan 8, 2019. 7 Jobs List (WIP) Original code by bipedalshark Parser code :. Besides, shield/ hull regen don't seem to be much use on a corvette- if it's being targeted odds of it surviving a day are probably slim. Update: Mar 19 @ 1:39am. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. The traits for the admiral in the screenshot are Clone Ascendant (+35% ship fire rate and -20% ship upkeep), Gale Speed (+5% evasion and +20% sublight speed), Aggressive (+5% ship fire rate and +10% sublight speed), Chosen of the Eater. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Archeotech Makes Juggernauts Waaaaaaay More Tanky. This mod adds base hardening to shields and armor, increasing with their tier. The Stellaris 3. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield hit points), but also gives each defensive platform +25% shield hardening (and +25% shield hit points)! And there's a new shield-alternative, the Ancient Suspension Field. A place to share content, ask questions and/or talk about the 4X grand strategy…The Unbidden having shield hardening and some PD means they're not as vulnerable as before to FAE and carriers now (still better than kinetic IMO because even with increased effectiveness they have way too much shield, and the ever overcrowded engineering research slowing down repeatable stacking). Shield hardening was extremely useful in my last game (mostly against the Scourge). 6, but I feel like one thing would make it a lot better: meaningful power management decisions. g, 100% penetration vs 75% hardening means 25% of the damage goes through. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. Shield/ armour hardening So I know hull is the go-to, but currently with repeatables my shields and armour are up to about 1. last week. Armor hardened seems interesting due to the large amount of hp it. 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. It should say what event you got. 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. A fleet of artillery battleships with max shields and shield hardening, do these two jobs well. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Sub-forums: Game specific Tech Support. 75 to armor and 6. Similar argument applies to, e. View this video if you w. Added new aux components that use Exotic Gases, Rare. If you're using a 1080p display you could try using this mod. Why the techs. There is also shield and armour hardening to consider. malakhglitch Rogue Servitor. Ancient Pulse Armor (and other ancient armaments) are impractical. NagolRiverstar • 1 mo. Autocannons are extremely short range. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. The Stellaris 3. Archaeoshields should now properly provide their shield hardening bonus. It's a bit slower than shield reg, but your fleet starts each battle at full health. Strictly speaking, I haven't found a lot of use for. is it worth it do you think?No they can not. View this video if you w. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. 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). PSA: Menacing ships do cost minor artifacts if you slap archeo-tech on them. Hearts of Iron III: Tech Support. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Couldn't say for stellaris, used console in most paradox games but never have for stellaris yet. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Keep an eye on the khan strength relative to still-free empires and observe how easily they win their battles. is it worth it do you think?Related Topics. Adds the Shrouded Star, which gives . 1 comment. In the olden days of stellaris when the resources were only available as deposits and gave empire wide buffs they felt a lot more like. bd54257 last week. So 2x Adv Shield hardener for 50% hardened shields. Battleships are around 11. Ironically, there is an advanced armor option known as Dragonscale Armor. g. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. ago. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. It lacks the bonus to hull damage lasers have. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Because of the large bang torpedoes destroy ships, instead of small weapons leaving chances to get away. Was wondering if this also applies to archeo. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. ago. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. 6 update. The Stellaris 3. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Sentient livestock is still just livestock. That’s 17. 25k health and 12% evasion. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Increased the base damage of Flak PD. 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. The driller drones synergize really well with other shield bypass builds. The other version is "%chance to reduce any damage from penetrating at all". So I took Archeao Engineers as a perk. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Ograe • 5 yr. 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. Interact with diverse alien races, discover strange. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Reply. Legacy Wikis. 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. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 6. Refire rate and general stats have been adjusted. Stellaris: Shield Hardeners - You must use them. Third, buff the hardening components. 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. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Originally posted by NixBoxDone:Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. I ragequited after the battle, and than reloaded the save. It also means you will only need 50% shield hardening to fully harden against these threats. If your FAEs/disruptors/etc. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Made this for my own use, so don't expect any big features or updates. 30% armor hardening on top cuts it by another third. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). Because the star base gives 50% hardening if I remember correctly, you can see that as 5000 fleets, which takes double time to eliminate the. worker output doesn't apply to specialist roles like researcher. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. From wiki. Torpedoes got full shield penetration until ships get shield hardening. Explosive Missiles Balanced MK 1 Concussion Missile. 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. 0. Keep in mind that their portals and anchors grant 50% shield hardening, so it’s slightly tougher to chew through their fleets on their home turf. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. But it also penetrates armor by 50%. 9 ‘Caelum’ Patch. Community Hub. I prefer armor Regen and have a slight armor favoritism. +10% evasion (and 20% sublight speed). 6 “Orion” update includes many changes to combat. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. ). Stellaris. Very strong isn't helping with research. 0. Are they there but hidden?Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. . 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. As accidental fly into a pulsar system means if you have the other way you get wrecked. Theonar Jul. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Below is an example of what I found out while testing ship combat. This mod adds base hardening to shields and armor, increasing with their tier. Now say, 30% shield hardening cuts Disruptor damage by a third. Toggle signature "And as the 34th Rule of Acquisition states: 'Peace is good for business. 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). There are 5 outcomes as far as I know. Field Manipulation - Tier 5. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. Increased the base damage of Flak PD. 5 to hull, 18. I spent a few hours last night searching around the sub and only found info I believe to be outdated or just didn't work for me. 8 Fleets. frac {a} {a + 60} * ( 100% - p% ) I. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. One does not ‘beat’ the Great Khan… the Great Khan beats you. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Can you recommend any settings for this? I was thinking tiny map size, is this too small for 6 players? Is it worth having AI?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. Here are the complete notes for Stellaris 3. Added new. It gives +10% weapons damage, +10% shield hardening for admirals. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Damage redirected to the hardened component. This is a discussion thread, where you can discuss amongst yourselves the changes in the 3. It may not be the strongest of origins, but when you play to its strengths it can cover all of your resources with just merchants and scrap miners. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Strong and robust do affect the crystal, gas, more production though. I like shattered ring. . Because of the large bang torpedoes destroy ships, instead of small weapons leaving chances to get away. Larger ships have more. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Archaeoshields should now properly provide their shield hardening bonus. So having two grants you 30% hardening. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Living Metal and Zro are kinda weird resources because they have very few uses. More information can be found in Stellaris Dev Diary #293. 6 also includes new galaxy shapes to explore, new story events, a new. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. g. Legacy Wikis. When I mouse over the zero shields, it has a +100% shield nullification debuff. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Inversely scale hardening module impact against hull size. About this site. 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. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Contingency have massive range XL weapons that will OHKO anything they hit, and Unbidden gets shield hardening, and more importantly, silly shield regen as 2nd and 3rd crisis (I ran the math, their battleship regen. You can send your ships to vassal ports if you. 100% is overkill and make bypass weapon useless, but there should be incentive for player to not going for bypass as a no brainer. 5 to hull, 18. If 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 hardening 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. In fact, except for the Crisis Empire, no one can afford to use expensive hardening for every ship in the fleet unless you don't care about the total number. In this video I test out the new Armor Hardeners which is part of the new 3. 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. Menacing, which does not require additional resources, has always had good strength, but this update gives it power. 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. That's good, but not great for an ascension path. Just had a random thought here. 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. R5: Founder species with Psionic, Limited Regeneration, Venerable, Fertile, Robust, Talented, and Unruly. 67. Stellaris Real-time strategy Strategy video game Gaming. But only occurs during combat if you have shield capacitors installed. Their fleets tend to follow their overlord's. 34. Armor a in the presence of armor penetration p reduces hull damage by a percentage. So the Whirlwind Missiles and Strike Craft both pierce shields. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 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. Stellaris. I was able to see that they now have 50% shield hardening (which makes sense to me. 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. Hardening stacking question. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Don't forget to turn. Jump to latest Follow Reply. ##### ##### VERSION 3.