Stellaris shield penetration. Shield strength, against full shield penetrators, is given by. Stellaris shield penetration

 
Shield strength, against full shield penetrators, is given byStellaris shield penetration  That's a 1:1 ratio, which means (relatively speaking) defense

So what does that really mean? Does that mean it bypasses my shields and. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. 3. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. Honestly shield penetration and armor penetration is pretty amazing. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. It then gets divided by 4, presumably to make it the type of number Paradox. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. Large. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. hardening * total. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 4 in to hull through armor, if shield penetration, in to hull through shield. A crisis is an event that threatens the entire galaxy and all life within it. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. some weapons have armor/shield penetration so they ignore it. Component. 13. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). You only need one of those debuff fleets because it affects all in-system enemies. Compare with Marauders : +25% hull damage, 20 dps. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. wpmaura. < > Showing 1-5 of 5 comments . 1- They spawned really far and holy fuck so much micro. And then I did the same test again, but this time without armor, no shield too. 25 days. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Hello everybody. . 1- They spawned really close and the endgame crisis didnt even take 2 years. There's no difference in Shield. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. . Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. 1. That does not mean they. - Component ("Psi Shield Module") like a. Only. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Probably ~ the same usefulness as Tachyon Beams. • 2 yr. . I could use a little help. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Fighters - 2. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Fun fact. Business, Economics, and Finance. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Missiles have 100% shield penetration like fighters. 67. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. The bonuses are explicit for how/what they apply to. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. Hull - 125% of 'normal' damage for as long as it lasts. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. “虚空恶魔”应当是早期版本的误称。. Advanced shields require Strategic Resource to make. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. 8-15. . Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. It's a great mode for Stellaris. A new UI interface is made for mod. That’s 17. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Torpedoes are dead. Armor - normal, needs to be destroyed before hull damage starts. Lightning conduits have the 100% accuracy that makes them solid weapon options, Amoeba flagella are decent strikecraft and the 100% armor penetration from mining drone cutting lasers can be very useful when fighting off other space creatures in the early game since they don't. A quick search reveals that shield hardening apparently stacks. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. I'm still trying to wrap my head around how Stellaris handles weapons and defense. Shield damage have every gun +100%, which mean 1:1, except ↓. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 25-30K with plasma and armor piercing things (like torpedoes). 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. Once you. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Projectile and Missle Weapons. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. They also have 50% armor penetration, so armor will be less effective. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. It's pretty noticeable in a fight 1 vs. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 6 update. ship_armor_mult = % the ships armor amount is increased byFeatures. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. Doing some tests against the contingency. Gunships Support 6. Robotics and Kinetic are all rounders in this aspect. In this video I explore the effe. Stellaris. < > Showing 1-5 of 5 comments . 01 ship_armor_damage_mult = 0. Only larger weapons, medium and Large types get a small increase to armor penetration. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. They sound better than they really are, for which I am thankful. The weapons the Unbidden use have 50% shield penetration. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. This test is about which ship does beat job against contingency. Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. 8) melt. Disruptor = 100% Shield penetration. I’ll stack a range-aura juggernaut in with them. Well I guess we could go through process of elimination . A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. 1. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. All Discussions. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 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. Kinetics only get like +15% penetration for medium and +30% for large size. This can make cloaking a fleet a risky gambit if an empire manages. So. Medium plasma has -33% shield damage and 60% armor penetration. In late game battleships, you have a similar effect, just the other way around. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Even with their bonuses, their time to kill is awful. I tried everything, strikecraft, artillery, energy weapons, etc. But that isn't something I expect to happen, as. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Report. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. That’s 17. g, 100% penetration vs 75% hardening means 25% of the damage goes through. shadowtheimpure. Consumes power. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. 4 in to hull through armor, if shield penetration, in to hull through shield. It's pretty noticeable in a fight 1 vs. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. . I'm trying to counter enemy fleets but I'm not doing very well. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. -Missiles stay as they are. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. Yes. Stellaris Galaxy Command Wiki. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. r/Stellaris. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. Shields require energy from the ship's. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. There's about a 10 day delay though. Shields are basically extra HP, damage to shields isn't affected by the armor stat. I haven't played in almost a year. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Just don't expect much from Corvette shields. All of it is quite nice, but extreamally flat (tho, shields should not be fully. In the original release version of the game I reliably went with energy weapons and was happy with the results. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. #2. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. Hull, that once depleted, destroys ship. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. File size:42. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. And PD is the fighter-counter as well as the missile-counter. Radiation Shielding - Increased ship shield strength 8. 13. Take the Ruby Guardian (Topaz/etc. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Vulnerable to kinetic weapons. So if you got shield hardener, then 25% is dealt to shield. It gives +100% to both shield and armor penetration. 04 0. In earlier versions of the game this bonus was described as. enemy leans much more torwards battle ships and. 9%. Go to Stellaris r/Stellaris. 67. Kinetics only get like +15% penetration for medium and +30% for large size. The detonation of a. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Cloud Flare etc. Jan 8, 2019. In earlier versions of the game this bonus was described as armor penetration. Which also kinda makes sense. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Wooden-Many-8509 • 22 min. 索林原虫的出现不需要任何先决条件。. This article is for the PC version of Stellaris only. Weapon damage hierarchy. Plasma = 100% Armour penetration. Relevant lines are here: Anti-Armor Bonuses. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. In addition to that, explosives tend to have Penetration. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. The differences between the weapons are much more nuanced. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Modifier Effects. With the occasional situational exception, of course. Both are late game anyway so doesn't matter. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. But it also penetrates armor by 50%. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Go to Stellaris r/Stellaris. Shield strength, against full shield penetrators, is given by. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. 420K subscribers in the Stellaris community. LockdownA10 • 6 yr. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Callinicus. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. Destroyers- if you use them, should be built for alpha and to die. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Shield Penetration is stupid . The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. 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. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. 2 Fabrication Habitats. There's no difference in Shield penetration and ignore shields. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. Jun 15, 2019 @. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. maybe some space fauna or raiders come and lower one, and the other one kills it. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Also, get lots of shields since the Contingency's weapons suck vs shields. BTW, this is modded. In addition to that, explosives tend to have Penetration. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. 7% reduction against medium plasma. Cheaper Alloys cost than armor. Armor and shields are weighted equally, while ship hull points get a 0. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. Beam. ago. If this capacity is exceeded, they become permeable to the following attacks. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. Lance. But next I found out "penetration shield 50%" and realized, that this is. Bolt. Viral Cascade - Increased ship shield penetration and evasion 10. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. they probably will die at some point. Damage redirected to the hardened component. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. #4. Stellaris: Shield Hardeners - You must use them. There are three types of modifiers. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Potentially best vs human opponents with point defense. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. Modifier Effects. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 6. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. None of their ship ever produce debris and their ship configuration is quite deadly. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Preferably from far away :p. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. hard shields that limit shield penetration, etc . is it ideal, who knows, is it perfect, i doubt it but it works for me. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. This works because Amoebas are carriers, they flay you with fighters. (Except for the shield debuff). Ideal for intercepting, escorting, and dogfighting. None of their ship ever produce debris and their ship configuration is quite deadly. The bonuses are explicit for how/what they apply to. Stellaris Dev Diary #312 - 3. Stellaris. Dr_Bombinator • 6 yr. In addition to that, explosives tend to have Penetration. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. 6 also includes new galaxy shapes to explore, new story events, a new. −5% accuracy. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Go to Stellaris r/Stellaris. −20% armor penetration. Does any one knows the difference? Some examples would be great. It lacks the bonus to hull damage lasers have. ago. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. But it does miss, turning great early-game potential into a slow, dull grind. But next I found out "penetration shield 50%" and realized, that this is something wrong. You don't really need anti-shield ships for Unbidden. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. All Discussions. 34 comments. 2 Forge Habitats. It's the perfect weapon. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. A crisis is an event that threatens the entire galaxy and all life within it. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Hello everybody. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Jun 15, 2019 @. Penetration means it completely avoids the health bar and will directly damage the underlying bar. (which does not seem to happen in Stellaris). CryptoDoes any one knows the difference? Some examples would be great. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. E. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. You can see armor is quite effective against medium plasmas. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. You extinct anything before they get too close. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. One thing i have noticed though is that Shield Regeneration pretty. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. 04 0. 28. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Fighters - 2. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to. 5. 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 a hot border can be anticipated, I go for a Bastion Habitat. Beam. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. If they are still useless, a mix of shield stripping and anti armor weapons will be better. 44 MB. I highly recommend it if you haven't played it. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. . and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Deflector shield SHR-1 Deflector shiel. Armor is still very effective at countering them than shields. add modifiers add/substracts a set amount of a resource or attribute to a scope. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. 3% Speed and Turn Rate while activeWhere did you get your know-how concerning weapons and ship design? I've logged 200ish hours in stellaris since 3. For instance, this explosive has 100%. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. Penetrate through shield but lost 50% of their power. Check Out This Mod. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. 14 votes, 10 comments. 27 dps. So using them is a safe bet. 1 comment. Medium. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal.