Stellaris armour hardening. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels of. Stellaris armour hardening

 
 And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels ofStellaris armour hardening 75 to armor and 6

It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. 100% is ideal value - as it would protect you from penalties from hull damage. Larger ships have more. E. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. disruptors late game might be worse now. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Archeotech Makes Juggernauts Waaaaaaay More Tanky. However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. It is developed by Paradox Development Studio and published by Paradox. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). bonus kinetic damage or armor plating if built at a starbase with a netronium building. . Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. But competitive Stellaris, is complete toss. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. There's not really that much you need in terms of utility components. 10. 5. 25) gets tanked instead (meaning shields take 6. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). • 1 yr. View this video if you w. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. ago. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. Yes it's worth it. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. 2 Answers. It makes no immersive sense. 32 to armor, 9. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 01 base, 12. 25 and armor takes. and a huge stack of armour. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. 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. So raw HP gives you better or same than the others, and always works. 25 days. And if they have, armor is better than hull against kinetic batteries. i. I'll do that then ~ and thanks; the. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. And balance of anti shield and anti armour weapons set up as well. Legacy Wikis. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. . Nanomissiles ignore shields and armor, fire rate is 0. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. I’ve only fought against normal empires so far in 3. 8 FogeltheVogel • 7 mo. ##### ##### VERSION 3. E. 64. View this video if you want to see. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). • 3 mo. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. " Stellaris Mods Used: Extra Ship Components 3. 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. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Cheaper Alloys cost than armor. I think the drake was +10 happiness to all planets. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. *Archeoengineering should allow the acquisition of null-void beams. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. Some weapons do bonus damage against shields. If your post has been moved here from another thread, please re-read the thread rules and feel. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. About this site. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 0 - Orion #####. *. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Either don't use shields at all and go just armor, or use positioning and long range to make sure you regain shields before the enemy hits back. Small ships can't do it. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing; Base: 70It looks like tier 5 armour is better than crystal, maybe even tier 4. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. . Now countered by armour, or by shield hardening, so best used paired with Plasma. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. Stellaris is a sci-fi grand strategy game set 200 years into the future. This would make it very useful on fleets and starbases based in Pulsar systems as well. 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. Both are late game anyway so doesn't matter. Interact with diverse alien races, discover strange. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. Go to Stellaris r/Stellaris. 4 or 3. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Stellaris Real-time strategy Strategy video game Gaming. Of course you have to actually build the platforms for that to matter. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. My enemy has mountains of torpedoes (no neutron launchers). 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. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I really don’t remember. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 50, vs Gamma lasers at 6. Q1. 6 “Orion” update includes many changes to combat. 6 “Orion” update includes many changes to combat. *) Fix the modifier issue after the 2. Carrier ai can increase that and thus can increase engagement range. Discussion So which one is best based on your experience with the game so far. i would say its not good since most starbases you capture in war is nearby. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. " Even at 100% armour pen it still reduces damage. 75 to armor and 6. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. The developers are meticulous with commenting their code and the Wiki pages are good references. 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. In singleplayer you can just mass these, the AI will never counter them. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. From wiki. Apr 4, 2019 683 24. 10. Over time they became the only remaining force that mattered with well over 100K fleet power. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. csv Looks like they have potentially powerful shots but no. 34 average damage. 3. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. If you become the crisis swarming becomes possible. It looks like tier 5 armour is better than crystal, maybe even tier 4. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. The other version is "%chance to reduce any damage from penetrating at all". Early game of course I do the classic hangar DP, since they easily counter small ships. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. It looks like tier 5 armour is better than crystal, maybe even tier 4. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Disruptors do 4. r/Stellaris. Stellaris. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. ) This trait gives +10% fire rate, +10% armor hardening. I really hope they change hull regen to be daily in 1. Here are the complete notes for Stellaris 3. Stellaris. Lasers do 6. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. About this site. Legacy Wikis. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. #15. Also, shield/armor hardening could make a disruptor. It looks like tier 5 armour is better than crystal, maybe even tier 4. I personally play cooperative multiplayer and that’s the most of it. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Generally I do full armour except on one slot, which is shield. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. E. 1. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Its DPS is 4. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. So having two grants you 30% hardening. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. Content is available under Attribution-ShareAlike 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 6x Crystal plating - 1650 HP. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Field Manipulation - Tier 5. • 3 mo. (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. Ignored by far more weapon types. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. But if some torpedoes do get by, I. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Ways to Obtain Living Metal. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Inversely scale hardening module impact against hull size. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. They can kill most enemies if they uncloak right on top of the enemy. ago. 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). except corvettes since they only have 3 slots, they use 2 armor 1 shield. Equip an ancient suspension field 2. #1. #15. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Stellaris does neither of these which results in the. Also adds passive repairs and minor amounts of armour hardening. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Try it out, it'll bypass shields. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. majdavlk • 2 min. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. 8 Fleets. For Synthetic, your admirals would gain the Synth trait instead. Current Stellaris Ship Meta (for v3. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Do not leave feedback in this thread. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. Battle ships are your heavy carriers and artillery weapons. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 2. Now say, 30% shield hardening cuts Disruptor damage by a third. 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. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. That’s how badly hardening gimps penetration weapons. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. The amout of armour one can put on a ship is determined by the armour rating and the percentage. 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. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 9 ‘Caelum’ Patch. 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. 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. This page was last edited on 7 February 2022, at 03:20. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. Content is available under Attribution-ShareAlike 3. 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. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. At which point it still doesnt offer enough to be valueable. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. You can indeed achieve 100% hardening, but all that does is stop shield penetration. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. TLDR; Armor is better than shields the vast majority of the time. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. At which point it still doesnt offer enough to be valueable. The Stellaris 3. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. A lot of good weapons bypass shields where as only a few bypass armour. 0. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. This is separate from your Naval Capacity (shown at the top of the screen). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Observe the full damage going through shield. Content is available under Attribution-ShareAlike 3. Guaranteed Ascension Tech 3. Armor does not reduce damage to shields. If you're using disruptors they also bypass armor (basically direct hull damage). 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%. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. Below is an example of what I found out while testing ship combat. 6 and not had any issues. 8 FogeltheVogel • 7 mo. Stellaris. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). Add a Comment. -Completely rewritten and updated for Stellaris 3. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. Logical-Table-3530 • 2 mo. 34. 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 a try. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Related Topics. . 1 comment. Armor could give you lots of hit points, doesn't use power, but reduces evasion. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. Though these ship parts are too expensive to equip your entire navy with. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Just what it say on the tin. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Then I'm still waiting for mine lol. ago. Kranchan. 0. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. The downside if that they use power and missiles/torpedo bypass them entirely. 85 and they have 100 range, they're basically long range disruptors. 1 ironsasquash • 7 mo. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). Sohei May 14, 2016 @ 7:44pm. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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%. Darvin3. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. Large. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. This mod is a global compatibility patch for Stellaris 3. I'm not a fan of this new type of ship parameter. The reason is, because the shields are taking a lot of energy from the reactors. Guns are still damaging to armor, just weak against it. The. Not on corvettes though. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. 9 that merges the various incompatible game rules and scripted triggers added by mods. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Perhaps if Stellaris introduced manpower, it could make things work better. Shield hardeners are a new defensive technology in the upcoming 3. Stellaris/commonfederation_perks. 1x shield capacitor. . 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. WolfsunEvasion: chance to negate any damage in combat. and a fair amount of sheild and armour hardening. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. It looks like tier 5 armour is better than crystal, maybe even tier 4. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). 67. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. We’ll go over a few basic strategies to help you figure out what works for you. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedThe current "meta" is hardening and penetrating weapons, often hardened armor. The ship components look nice and ll but in the end you have weaker ships. Extra tips: + bigger gun -> bigger dmg. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. 6 update. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. 5. Side bonus of 80% shield hardening and 400 extra armor and shields. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. ago. So I think that it would be fair to nerf all the sources rather than to remove them entirely, like some minmaxers seem to be suggesting. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. I've had trouble figuring this out exactly, but this is what it looks like. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Torpedos now deal more damage the bigger the target. 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. Below is an example of what I found out while testing ship combat. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. PvP is where the fleet composition you use matters a lot more I think. Idiot's Guide to 3. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. ago. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. 6;Mix Frigates in, that have a bit different behavioral profile. Are extremely powerful vs AI. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 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. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. . 7% shields/day, or 250 out of 35834. This would make it very useful on fleets and starbases based in Pulsar systems as well. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. But that is only even taking into account the enemy damage types.