E. The other version is "%chance to reduce any damage from penetrating at all". So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the. I like shattered ring. Discussion So which one is best based on your experience with the game so far. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Armor hardening is better and easier to get than shield hardening. The bad news is that it doesn't increase say shield benefits. 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,. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Hardening stacking question. 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. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Refire rate and general stats have been adjusted. 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. == General ==. 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. You can send your ships to vassal ports if you. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. 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. Yes it's worth it. I just have to wait a few dozen years for gathering alloys and the game is really-really slow for my PC is old and Stellaris is unoptimized as hell. 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. 2 Answers. E. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. 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. Shield hardening was extremely useful in my last game (mostly against the Scourge). It is developed by Paradox Development Studio and published by Paradox Interactive. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. Apart from this, Stellaris patch 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Mining lasers are pretty useful if you're trying to finish the game in under 100 years. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Reply. 25) gets tanked instead (meaning. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. g, 100% penetration vs 75% hardening means 25% of the damage goes through. ago. Still, it does help shield-based fleets to harden against strike craft; I'm not sure if armor-heavy fleets, though taking bonus damage from strike craft in armor, would want to. Also, shield/armor hardening could make a disruptor. invol713 • 5 yr. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. and directly work on armor/hull. Cool. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Very strong isn't helping with research. 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. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Cruiser won. I had an idea for a star that's got some psionic mist around it, like shrouded worlds. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. Members Online Does 100% shield hardening work?If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. ago. 50, vs Gamma lasers at 6. invol713 • 5 yr. I was able to see that they now have 50% shield hardening (which makes sense to me. Well, this is that. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. 75 to armor and 6. 0. R5: My admirals come with the Clone Ascendant, Psychic, and Brain Slug Host traits; giving me 40% fire rate, -30% ship upkeep, 20% evasion, and 10% ship damage. The thing is I have no idea if this rule still applies. 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 hardening2% armour/day, or 122-123 out of 6444, and 1% without Titan. It gives +10% weapons damage, +10% shield hardening for admirals. Observe the full damage going through shield. and there is no way to bring them back. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. The stasis field does less direct shielding than T5, but also adds hardening, which is big. 6 shield regen, 15% shield hardening. 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. I like shattered ring. hardening * total. How a nation becomes and is powerful can be done in a variety of ways. 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). I recently fought the Unbidden, which I hadn't done in a long time. A fleet of artillery battleships with max shields and shield hardening, do these two jobs well. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. 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. g. Similar argument applies to, e. Legacy Wikis. • 2 yr. The end of my last game i had 550. Ancient Pulse Armor (and other ancient armaments) are impractical. 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. 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. 30% armor hardening on top cuts it by another third. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. but I can count on 1 hand the number of times in my 2500+ hour Stellaris "career" the AI had the brains to do that. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. > Special weapon types' turrets, Component Progression and Global Ship Designs overwrite submods are yet to be updated. 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%. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Small ships can't do it no matter how much you try. 34. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. ago. 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%. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. 25 shieldpoints. Similar argument applies to, e. Decreased the base damage of explosive torpedoes. Damage redirected to the hardened component. - Slighly reduced the number of mineral and energy space deposits. , missiles vs shields. Its just farming. Added new. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. +25% Shield Regen +3% Shield Hardening; Missiles. Are they there but hidden?Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. except corvettes since they only have 3 slots, they use 2 armor 1 shield. , if you look at the damage taken by shields and it's got a line for Focused Arc Emitters. Losing 100 Ar or 125 Sh to get 65 Hull. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. A quick search reveals that shield hardening apparently stacks. Stellaris Real-time strategy Strategy video game Gaming. No, those are permanently locked. 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. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. . Theonar Jul. 6. In Stellaris however defence HP is comparably lower and it doesn't last nearly as long against a dedicated attack fleet so mines wouldn't help. Equip an ancient suspension field 2. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. So Eternal Vigilance combined with Archeoengineers (for the Ancient Rampart and 100% hardening shields) combined with Unyielding can produce starbases that punch above their weight in the most grotesque ways imaginable (like a 200k starbase wiping a 1 million crisis fleet without taking any real damage. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 100% is overkill and make bypass weapon useless, but there should be incentive for player to not going for bypass as a no brainer. There are few weapons in the galaxy that can penetrate the hulls. Go to the situation log and look for a google maps type blip in the top right corner. , missiles vs shields. stephencorby • 3 yr. Megacannon is 40% more DPS and 1. 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. I repeat, 100% shield hardening. Oct 14,. While cloaked, ships can. Yes they stack. If you mean by penetration resistance, then yes. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 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. Ograe • 5 yr. #7. #2. 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. Restrict it to all military modules and give it access to better military modules, greater module capacity, innate shield and armor hardening, several X weapon slots on the hull itself with maximized. And Unbidden anchors now give their ships shield hardening and boost shield regen. Observe the full damage going through shield. Should say something like "track all projects". 6 update. Some ship components like the self-hardening shields and shield+armor combo are pretty good, if you have the. 1 Answer. 0 (Actual), Amazing Space Battles, UI Overhaul. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Tried again, happened again. Menacing, which does not require additional resources, has always had good strength, but this update gives it power. Best. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. Modding it back in is easy enough, but i guess PDX were concerned about how fast shields recharge once it's enabled. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. NagolRiverstar • 1 mo. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 6 update. Idiot's Guide to 3. 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. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Tactics Forever, before the dev put it on Steam and then gave up on it. I was able to see that they now have 50% shield hardening (which makes sense to me. Stellaris Wiki Active Wikis. check for hard to come by materials in your ships builds as the top teir shield and armor hardening uses living metal or zro what not all games will allow you the chance to posses also the raretech autocannons from taking down the collecter bot uses nanites again also hard to come by mats and if you like a lot of. Update: Mar 19 @ 1:39am. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. Torpedoes got full shield penetration until ships get shield hardening. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on my ship designer under shields. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. There are 5 outcomes as far as I know. 1680x8 shields or 13440 points. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. 5 Q3. 7% shields/day, or 250 out of 35834. Living Metal and Zro are kinda weird resources because they have very few uses. Its reduction in alloy cost doesnt make up for the difference anymore, and its important to remember you still. as it is with the shields e. 1 jump drive range to ships in the system. Let the two Shield Hardening techs each provide an inherent Shield Hardening bonus (say +10% each, stacking) as well as the existing access to the Shield Hardening modules. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Armor/shield hardening is a counter for weapons that bypass that defense. Stellaris is discrete in nature, as any software is, and it has to try to represent our continuous time in the best possible way. With 60% Shield Hardening it has 500 EHP. Discussion. This, plus the other randomly rolled admiral traits make them absolutely bonkers. There are no weapons which penetrate armor but not shields (save the PD turrets but those don’t count. 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. malakhglitch Rogue Servitor. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. I think some FE/AE focus on energy. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. 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. Zro is also used for Psionic Shields - effectively T7 shielding. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. +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. Now, "performance vs fleet capacity used", that may be a different story. Also I didnt know about the archeo shields and such so I felt like 100% shield/armor hardening would be too good. Bumc Apr 10 @ 12:11pm. Q1. 6 beta for Extra Ship Components: NEXT mod. 85 -1 = 1. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. mcb0001. Hello! I used to be pretty hardcore into this game. Their faces are melting so lovely and the screams music to my ears. 64) with it. Go to Stellaris r/Stellaris. 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. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 2 comments. Autocannons are extremely short range. Mar 29 @ 11:36am Minor Artifacts So I just got a notice I've got 3000/3000 minor artifacts. 5 days. Go to Stellaris r/Stellaris. Shield nullification. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The Stellaris 3. 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. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. This will not only help balance armor vs shields. Go to Stellaris r/Stellaris. Stellaris: Psionic Shields & Cloaking Combat Testing. 02 DPS to be fair. Negative shield negation adds to your shield value after all other calculations. 1 shield regen, 15% shield hardening. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. For individual ship designs, I set a theme for each one. 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. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. The Stellaris 3. Stellaris: Tech. Don't forget to turn. 5 days. 1;. 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. Stellaris Wiki Active Wikis. 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. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. So, they stop weapons that bypass defense layers, correct? But compare, say, the small size shields to level 5 shields. Note that the Tech Tree starts where Stellaris' base game tech tree ends, with a few steps before mine truly begins. 6x Crystal plating - 1650 HP. If your FAEs/disruptors/etc. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. If it's the Disruptor then they're going to get a lot more dangerous overnight, and Hardening may become vastly more important. Ancient Pulse Armor (and other ancient armaments) are impractical. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden 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. 30% armor hardening on top cuts it by another third. This mod adds base hardening to shields and armor, increasing with their tier. oppressive ways of gathering food. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. " Even at 100% armour pen it still reduces damage. Couldn't say for stellaris, used console in most paradox games but never have for stellaris yet. Armor a in the presence of armor penetration p reduces hull damage by a percentage. 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. Torpedoes got full shield penetration until ships get shield hardening. Just had a random thought here. That'll teach 'em. ironsasquash • 10 mo. The Shield Hardening Barrier set-bonus ability fires off an electrical blast that damages and knocks back foes. There are few weapons in the galaxy that can penetrate the hulls. #1. 1. Can't terraform Mars then. 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. 1 daily regen (2. 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. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. 25 days. All shield points are negated when using stealth. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Hearts of Iron III: Tech Support. There is too much data tied up in a planet. My ships have self healing hull and armor so they are full hull and armor but their shields wont regen. -- Beware, this will have an enormous impact on your game :--- Origin would probably be reset, all. I fly with a combination of torpedoes and stormfire cannons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 0. Stellaris Real-time strategy Strategy video game Gaming. Based on pre-2. In the corvette era in a general sense, it's going to be 1 shield / 2 armor, or 2 shield if you know it's an anti-armor centered force. E. Are extremely powerful vs AI. g. Go to Stellaris r/Stellaris. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 75% hardening all shield targets stop arc pretty well. 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. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the. Toate Discuții Capturi de ecran Ilustrații Difuzări Videoclipuri Atelier Știri Ghiduri Recenzii. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. M: +315 shield HP (505 with AP), 4. Content is available under Attribution-ShareAlike 3. Their ships are primarily shield based, with no/minimal armour and hull. Upload Attachment EDIT: the philosophy this is based on is pre-3. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Meaning you can get 100% hardening on a large ship, pretty easily. 6 Badges. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). When I mouse over the zero shields, it has a +100% shield nullification debuff. Losing 100 Ar or 125 Sh to get 65 Hull. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better, and. Stellaris 3. Just had a random thought here. Hull is 3300. I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps 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. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. This means shield-bypassing weapons can be very effective against them. Just had a random thought here. If the target has shield hardening, they still work together to beat the shields first. 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. ago. There are also orbital farms in starbases and trade. So in average the same amount of shield or armor will least half as much time as the hull. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. So the Whirlwind Missiles and Strike Craft both pierce shields. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". Ironically, there is an advanced armor option known as Dragonscale Armor. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. As for the shields and armor (Suspension Field and Pulse Armor), they have hardening characteristics. There are many, many ways to bypass shields, and running Shield Hardening is a massive opportunity loss. Callinicus. 6 beta version at all. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Depends on who you're fighting. So yes they do deal double damage to corvettes. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. It wasn't a best defense available, it was breaking targeting script so instead of killing ships it was spreading damage all around. 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. If you're using a 1080p display you could try using this mod. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Thread starter Chuunibyou Imouto;. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. 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. The other version is "%chance to reduce any damage from penetrating at all" but I don't. The result are the same. All neutral or friendlies share gateways access. If you're using Clone Army, you want that empire to be war-heavy, more than likely. There's no difference in Shield penetration and ignore shields. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. Not on corvettes though. The shield hardening is just a minor problem, I will test it later though. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Then I realized why that wormhole was still red, and sent a ship in. Larger ships have more. Stellaris Wiki. 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. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved.