Stellaris armour hardening. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Stellaris armour hardening

 
 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazyStellaris armour hardening I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck

E. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. Yes it's worth it. Content is available under Attribution-ShareAlike 3. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Idiot's Guide to 3. Guaranteed Ascension Tech 3. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. 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. Of course you have to actually build the platforms for that to matter. Wooden-Many-8509 • 22 min. Also, shield/armor hardening could make a disruptor. I’ve only fought against normal empires so far in 3. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. ) This trait gives +10% fire rate, +10% armor hardening. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. ago. 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. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Battle ships are your heavy carriers and artillery weapons. majdavlk • 2 min. 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. and a huge stack of armour. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. But if some torpedoes do get by, I. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Q2. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. 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. gautam_jat • 6 mo. Large. E. *. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 25) gets tanked instead (meaning shields take 6. 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). questionable at best. 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. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. 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. 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. 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. 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. ago. Shields are generally better for long campaigns while armor is better for that big battle. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. 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. 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 ♥♥♥♥. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". • 3 mo. to enjoy the quite sizable amount of written content in Stellaris. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. Just had a random thought here. 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. I think the drake was +10 happiness to all planets. It just misses an icon. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. And shields are better since you don't have to go back after every fight. Stellaris has a rather cheap upgrade system, where its easy to switch designs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. g, 100% penetration vs 75%. Shield hardeners are a new defensive technology in the upcoming 3. An edict to specialize in a branch of research sounds fantastic. *) Fix the modifier issue after the 2. Armor could give you lots of hit points, doesn't use power, but reduces evasion. 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. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. 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. ) 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. 8 FogeltheVogel • 7 mo. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. There's not really that much you need in terms of utility components. Discussion So which one is best based on your experience with the game so far. I really hope they change hull regen to be daily in 1. 6;Mix Frigates in, that have a bit different behavioral profile. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. View this video if you want to see. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare. No. Perhaps if Stellaris introduced manpower, it could make things work better. My enemy has mountains of torpedoes (no neutron launchers). 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. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. The reason is, because the shields are taking a lot of energy from the reactors. Although, in 1. Ancient Pulse Armor (and other ancient armaments) are impractical. I'll do that then ~ and thanks; the. 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. 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. and a fair amount of sheild and armour hardening. 0 unless otherwise noted. The other version is "%chance to reduce any damage from penetrating at all" but I. So having two grants you 30% hardening. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. ago. " Stellaris Mods Used: Extra Ship Components 3. 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. Disruptors do 4. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 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. Psychics and Synthetics have 10% shield/armor hardening respectively. 1 comment. 1x shield capacitor. TTundri. 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. 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. Community Hub. But competitive Stellaris, is complete toss. 50, vs Gamma lasers at 6. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. (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,. 0. Cheaper Alloys cost than armor. 64. From wiki. 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. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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. It looks like tier 5 armour is better than crystal, maybe even tier 4. As for the aux slots Always use the accuracy bonus. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Now countered by armour, or by shield hardening, so best used paired with Plasma. 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. Early game of course I do the classic hangar DP, since they easily counter small ships. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. • 3 mo. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. 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). 2. i would say its not good since most starbases you capture in war is nearby. Lets use small weapons as an example. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 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. Generally I do full armour except on one slot, which is shield. bonus kinetic damage or armor plating if built at a starbase with a netronium building. 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. The developers are meticulous with commenting their code and the Wiki pages are good references. Logical-Table-3530 • 2 mo. I'm not a fan of this new type of ship parameter. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. r/Stellaris. Also I think the best combination is to use armor + hull utility slots, and not using any shields. 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%. 25 days. Now say, 30% shield hardening cuts Disruptor damage by a third. The amout of armour one can put on a ship is determined by the armour rating and the percentage. It looks like tier 5 armour is better than crystal, maybe even tier 4. 6 "Orion" open beta. Kranchan. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 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. Q1. • 1 yr. Then I'm still waiting for mine lol. Losing 100 Ar or 125 Sh to get 65 Hull. 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. Total HP = 2853 with 5. Add a Comment. Stellaris. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. 1 ironsasquash • 7 mo. This is separate from your Naval Capacity (shown at the top of the screen). 25 and armor takes. The ship components look nice and ll but in the end you have weaker ships. About this site. A lot of good weapons bypass shields where as only a few bypass armour. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. Go to Stellaris r/Stellaris. 1. Equip an ancient suspension field 2. . 100% is ideal value - as it would protect you from penalties from hull damage. Armor does not reduce damage to shields. 2x regenerative hull tissue. #1. 7% shields/day, or 250 out of 35834. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. Just what it say on the tin. PvP is where the fleet composition you use matters a lot more I think. r/Stellaris • 6 mo. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. . It looks like tier 5 armour is better than crystal, maybe even tier 4. 3 can be fit at maximum onto each Carrier Battleship, along with. ##### ##### VERSION 3. Guaranteed Ascension Tech 3. TLDR; Armor is better than shields the vast majority of the time. 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. . 6 “Orion” update includes many changes to combat. 9 that merges the various incompatible game rules and scripted triggers added by mods. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. 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. . Stellaris. 6 and not had any issues. Below is an example of what I found out while testing ship combat. 10. Legacy Wikis. For Synthetic, your admirals would gain the Synth trait instead. I believe one of the fallen empires are very into disruptors. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. 6 “Orion” update includes many changes to combat. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Field Manipulation - Tier 5. 8 FogeltheVogel • 7 mo. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. 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. Stellaris has now only Armor and Missiles. If you're using disruptors they also bypass armor (basically direct hull damage). 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%). 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. 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. E. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Side bonus of 80% shield hardening and 400 extra armor and shields. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Side bonus of 80% shield hardening and 400 extra armor and shields. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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 Speed BoydofZINJ May 14, 2016 @ 7:43pm. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. Darvin3. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 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. 0 unless otherwise noted. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. E. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). At which point it still doesnt offer enough to be valueable. If your post has been moved here from another thread, please re-read the thread rules and feel. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Tactics Forever, before the dev put it on Steam and then gave up on it. Depends on who you're fighting. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. You can indeed achieve 100% hardening, but all that does is stop shield penetration. 6 “Orion” update includes many changes to combat. It gets shot by a 50% penetrating shot. #15. I do not see a single reason why. 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. This would make it very useful on fleets and starbases based in Pulsar systems as well. Ignored by far more weapon types. But it also penetrates armor by 50%. I've put about 100-150 hours into the game but have been slacking. . Interact with diverse alien races, discover strange. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Man creates worst battleship in stellaris. ago. Meaning you can get 100% hardening on a large ship, pretty easily. 6 update. 01 base, 12. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. This would make it very useful on fleets and starbases based in Pulsar systems as well. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. 67. Lasers do 6. WolfsunEvasion: chance to negate any damage in combat. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. 6x Crystal plating - 1650 HP. In singleplayer you can just mass these, the AI will never counter them. Artillery/Carrier remains a powerful fleet design in 3. 5 days. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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. You need DLC to use this item. 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. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. About this site. 32 to armor, 9. 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. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. View this video if you w. Stellaris Wiki Active Wikis. Yes they stack. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Content is available under Attribution-ShareAlike 3. The other version is "%chance to reduce any damage from penetrating at all". • 5 mo. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. except corvettes since they only have 3 slots, they use 2 armor 1 shield. #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. As a rare tech, Basic Cloaking Fields has a small chance of appearing. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. 5. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 0. Also, shield/armor hardening could make a disruptor-based. TTundri. 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. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. That’s how badly hardening gimps penetration weapons. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. NagolRiverstar • 1 mo. 0 - Orion #####. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Related Topics. gautam_jat • 6 mo. Both are late game anyway so doesn't matter. They can kill most enemies if they uncloak right on top of the enemy. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. . 5. 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. 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. I really don’t remember. 75 to armor and 6. Is crystal armour no longer good? Is it just an advantage for early game?Vote. Stellaris/commonfederation_perks. 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. Observe the full damage going through shield. 4 or 3. This mod is a global compatibility patch for Stellaris 3. Stellaris has always had an interest dynamic between the Tall vs Wide approach. 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. The downside if that they use power and missiles/torpedo bypass them entirely. Also, Fortify The Border edict should be greatly buffed (with military. I prefer armor Regen and have a slight armor favoritism. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. 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.