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%. Stellaris has now only Armor and Missiles. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 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. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. 8 FogeltheVogel • 7 mo. It looks like tier 5 armour is better than crystal, maybe even tier 4. gautam_jat • 6 mo. It looks like tier 5 armour is better than crystal, maybe even tier 4. (Mind, I'm not actually sure if this would preserve the clone army trait. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. #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. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. It is now possible to get 100% of both shield and armor hardening using councillors only. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shield hardeners are a new defensive technology in the upcoming 3. 4 or 3. Add a Comment. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 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. Unfortunately with the new 3. In singleplayer you can just mass these, the AI will never counter them. questionable at best. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. At which point it still doesnt offer enough to be valueable. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. *) Fix the modifier issue after the 2. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 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. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. About this site. gautam_jat • 6 mo. Legacy Wikis. 0. 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'm not a fan of this new type of ship parameter. The amout of armour one can put on a ship is determined by the armour rating and the percentage. Now countered by armour, or by shield hardening, so best used paired with Plasma. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. Total HP = 2853 with 5. That’s how badly hardening gimps penetration weapons. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Armor does not reduce damage to shields. Living Metal and Zro are kinda weird resources because they have very few uses. 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. #1. 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. is it worth it do you think?and a huge stack of armour. Please. They can kill most enemies if they uncloak right on top of the enemy. • 5 mo. TLDR; Armor is better than shields the vast majority of the time. Added new aux components that use Exotic Gases, Rare. Early game of course I do the classic hangar DP, since they easily counter small ships. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Generally 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. • 3 mo. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. 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. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 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. From wiki. Sohei May 14, 2016 @ 7:44pm. " Stellaris Mods Used: Extra Ship Components 3. About this site. Stellaris/commonfederation_perks. ##### ##### VERSION 3. Interact with diverse alien races, discover strange. Generally I do full armour except on one slot, which is shield. Either don't use shields at all and go just armor, or use positioning and long range to make sure you regain shields before the enemy hits back. 0 unless otherwise noted. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 2. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. 75 to armor and 6. to enjoy the quite sizable amount of written content in Stellaris. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). Nanomissiles ignore shields and armor, fire rate is 0. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. I've put about 100-150 hours into the game but have been slacking. E. For Synthetic, your admirals would gain the Synth trait instead. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 2 Answers. 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. Yes it's worth it. 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". 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. View this video if you w. If you're using disruptors they also bypass armor (basically direct hull damage). Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 100% is ideal value - as it would protect you from penalties from hull damage. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. Q2. Artillery/Carrier remains a powerful fleet design in 3. #15. . I've had trouble figuring this out exactly, but this is what it looks like. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. This page was last edited on 7 February 2022, at 03:20. g, 100% penetration vs 75%. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Below is an example of what I found out while testing ship combat. It gets shot by a 50% penetrating shot. Also I think the best combination is to use armor + hull utility slots, and not using any shields. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. • 1 yr. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. TTundri. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. My enemy has mountains of torpedoes (no neutron launchers). Logical-Table-3530 • 2 mo. 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Content is available under Attribution-ShareAlike 3. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Observe the full damage going through shield. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Losing 100 Ar or 125 Sh to get 65 Hull. Stellaris. As for the aux slots Always use the accuracy bonus. But if some torpedoes do get by, I. csv Looks like they have potentially powerful shots but no. Carrier ai can increase that and thus can increase engagement range. 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. Some weapons do bonus damage against armor and have armor penatration. 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. Armor could give you lots of hit points, doesn't use power, but reduces evasion. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. I really don’t remember. E. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. It looks like tier 5 armour is better than crystal, maybe even tier 4. Over time they became the only remaining force that mattered with well over 100K fleet power. and a fair amount of sheild and armour hardening. The developers are meticulous with commenting their code and the Wiki pages are good references. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 34. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. ) This trait gives +10% fire rate, +10% armor hardening. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. I'll do that then ~ and thanks; the. 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. And if they have, armor is better than hull against kinetic batteries. If your post has been moved here from another thread, please re-read the thread rules and feel. Small. 25 days. Equip an ancient suspension field 2. 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. disruptors late game might be worse now. The other version is "%chance to reduce any damage from penetrating at all" but I. 9 that merges the various incompatible game rules and scripted triggers added by mods. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. and a huge stack of armour. It looks like tier 5 armour is better than crystal, maybe even tier 4. Also adds passive repairs and minor amounts of armour hardening. So having two grants you 30% hardening. ago. Its DPS is 4. 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. 7% shields/day, or 250 out of 35834. 6 “Orion” update includes many changes to combat. Darvin3. Just what it say on the tin. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. No. 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. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. . However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. 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. 5. The reason is, because the shields are taking a lot of energy from the reactors. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. Disruptors do 4. Stellaris. This mod is a global compatibility patch for Stellaris 3. 8 Fleets. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Shields are generally better for long campaigns while armor is better for that big battle. Here are the complete notes for Stellaris 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It just misses an icon. 6x Crystal plating - 1650 HP. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. 2x regenerative hull tissue. ago. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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. Shield hardeners are a new defensive technology in the upcoming 3. Are extremely powerful vs AI. 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. 8 FogeltheVogel • 7 mo. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. The other version is "%chance to reduce any damage from penetrating at all". 6. Of course you have to actually build the platforms for that to matter. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ) 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. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. I really hope they change hull regen to be daily in 1. 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 ♥♥♥♥. g, 100% penetration vs 75% hardening means 25% of the damage goes through. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. 5 days. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Kranchan. Lets use small weapons as an example. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 10. Large. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Stellaris Real-time strategy Strategy video game Gaming. 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. Stellaris has always had an interest dynamic between the Tall vs Wide approach. 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 personally play cooperative multiplayer and that’s the most of it. Stellaris: Suggestions. The ship components look nice and ll but in the end you have weaker ships. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. Small ships can't do it. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. 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. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. A lot of good weapons bypass shields where as only a few bypass armour. Go to Stellaris r/Stellaris. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Go to Stellaris r/Stellaris. Stellaris. 5. You can get some hardening on day 1 from Admiral traits. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. 6;Mix Frigates in, that have a bit different behavioral profile. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Field Manipulation - Tier 5. ago. Stellaris is a sci-fi grand strategy game set 200 years into the future. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. . It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Try it out, it'll bypass shields. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Just had a random thought here. Yes they stack. 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 believe one of the fallen empires are very into disruptors. +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. This would make it very useful on fleets and starbases based in Pulsar systems as well. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. We’ll go over a few basic strategies to help you figure out what works for you. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. Meaning you can get 100% hardening on a large ship, pretty easily. 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%. Inversely scale hardening module impact against hull size. Perhaps if Stellaris introduced manpower, it could make things work better. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. 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. 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. The. But it also penetrates armor by 50%. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 1 comment. Ways to Obtain Living Metal. Extra tips: + bigger gun -> bigger dmg. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. ago. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. If you become the crisis swarming becomes possible. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. majdavlk • 2 min. Legacy Wikis. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Guns are still damaging to armor, just weak against it. Stellaris Wiki Active Wikis. 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. . Larger ships have more. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 67. Now say, 30% shield hardening cuts Disruptor damage by a third. 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. Discussion So which one is best based on your experience with the game so far. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Is crystal armour no longer good? Is it just an advantage for early game?Vote. 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). E. 25) gets tanked instead (meaning shields take 6. 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. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 6 “Orion” update includes many changes to combat. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. Psychics and Synthetics have 10% shield/armor hardening respectively. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. Side bonus of 80% shield hardening and 400 extra armor and shields. 64. Ironically, there is an advanced armor option known as Dragonscale Armor. E. 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. 9 ‘Caelum’ Patch. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Ignored by far more weapon types. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. Below is an example of what I found out while testing ship combat. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. You can indeed achieve 100% hardening, but all that does is stop shield penetration. 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. 1. 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). At which point it still doesnt offer enough to be valueable. I do not see a single reason why. Armor is definitely the way to go. Losing 100 Ar or 125 Sh to get 65 Hull. Content is available under Attribution-ShareAlike 3. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. i. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Torpedos now deal more damage the bigger the target. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. The Stellaris 3. 01 base, 12. 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. . *Archeoengineering should allow the acquisition of null-void beams. Lasers do 6. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. And balance of anti shield and anti armour weapons set up as well. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). 6 is now available on PC. 0 unless otherwise noted. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 34 average damage. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. 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. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Apr 4, 2019 683 24. Stellaris does neither of these which results in the. 3 can be fit at maximum onto each Carrier Battleship, along with. E. Tactics Forever, before the dev put it on Steam and then gave up on it. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. 25 and armor takes. Guaranteed Ascension Tech 3. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. (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,. Related Topics. 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). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. 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. There's not really that much you need in terms of utility components. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ago. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range).