, facing Arc Emitter battleships or the like. Refire rate and general stats have been adjusted. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. Absorbent. Increased the base damage of Flak PD. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. With 3. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. (autocannons, which the AI loves to use) are crap against it. Mining lasers are now classified as Brawling weapons. Yes, I'll attack the frigates yada yada. . Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. . The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. The field cannot be removed by any means, with the. I ragequited after the battle, and than reloaded the save. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. 64) with it. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. Apr 23, 2023. and a huge stack of armour. In the meantime I found a bug. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. It just combats against detection checks. This mod adds base hardening to shields and armor, increasing with their tier. and a huge stack of armour. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. 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. 7 throwing this strategy out the window. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. Both have their shield_penetration modifier set to 1. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Stellaris Wiki Active Wikis. On a corvette with 2 armor. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Armor Tier [I. If you mean by penetration resistance, then yes. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. Thread starter Chuunibyou Imouto;. For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the . That seems to make Shield-focused fleet builds more attractive, i. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. -100% doubles your shields. Early game of course I do the classic hangar DP, since they easily counter small ships. ago. Edict Fund can be increased by the following:. 3. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. 64) with. Just don't expect much from Corvette shields. They can help handle most forces until the enemy starts rolling. 8 Governing ethics attraction. 25k health and 12% evasion. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. 50, vs Gamma lasers at 6. It won't be that bad in 2. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 2) if you took all the options to increase your leader cap. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. HerewardTheWayk • 1 hr. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. Added new aux components that use Exotic Gases, Rare. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. 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. Recently I decided to pick it up again. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. 9 that merges the various incompatible game rules and scripted triggers added by mods. e. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. 4K views 8 months ago. This impenetrable shield cuts both ways, however. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. 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. The ship cannot take damage for a whole 10 days before it regens. 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. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. The driller drones synergize really well with other shield bypass builds. Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. List of all technology ids in the game to be used with "research_technology" console command. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. 6; 1; Reactions: Reply. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+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. M. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. #15. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. 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. Of course, check if your enemy has hardening, as that hard counters these and disruptors. 6. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. As accidental fly into a pulsar system means if you have the other way you get wrecked. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. It matters more with shields. 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. I was able to see that they now have 50% shield hardening (which makes sense to me. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. 9) quite a lot. Stellaris > Workshop > Laquly 零者's Workshop. ago. Deflectors are shields and do the same as any other shield within the game. The driller drones synergize really well with other shield bypass builds. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. Cato Mar 7, 2018 @ 5:55pm. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. and a huge stack of armour. #1. Vassalization request towards a Machine Intelligence empire. 1 comment. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. This way I got a pretty low effective fleet cap but no changes in early game. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Cruisers are around 5. The cap to the Force Disparity bonus for fleets that are significantly. 25 shieldpoints. Cloaking disables shields. So armor is coming at a premium. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. Archaeoshields should now properly provide their shield hardening bonus. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 5 Q3. Equip an ancient suspension field 2. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). As probably most of you know. Refire rate and general stats have been adjusted. You can optimise for a large buffer or fast regen, and each. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Shield capacitor gives +10% for more shield (2x repeatables) vs. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 8. 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. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 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. The shield regen is just insane and my battleships only die when focused heavily. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. Thus far, the only one I've encountered that actually focuses on anti. Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. The 3k minor artifact cap is pretty painful now. Related Topics. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Third, buff the hardening components. You can roll. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. As probably most of you know. Armor/shield hardening is a counter for weapons that bypass that defense. 8. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. It also means you will only need 50% shield hardening to fully harden against these threats. Except when he uses shield-piercing weaponry. They're very powerful if your enemy lacks hardening. If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. give shroud avatars 90 or 95% shield hardening . reduction modifiers divide an amount of a resource or attribute by a set amount. The cap to the Force Disparity bonus for fleets. Deflectors are shields and do the same as any other shield within the game. is it worth it do you think?Hello! I used to be pretty hardcore into this game. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. None. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Living Metal and Zro are kinda weird resources because they have very few uses. shields shields shields man. 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. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. 2 (e793); build ID. 75 to armor and 6. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. 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. • 2 yr. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The same goes for L-slot shields. Stellaris Real-time strategy Strategy video game Gaming. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. Discovered a shielded world where the shield was failing and was about to cook the planet to death. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. Addendum: Weapons that ignore shields tend to be counterbalanced by point defense that shoots them down (Regular PF for Missiles, Flak for Fighters). 6 Badges. But the opposite will be better in all other situations, and there are more of those than pulsars. That's good, but not great for an ascension path. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). Legacy Wikis. Reply ggmoyang Voidborne • Additional comment actions. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Armor applies damage reduction to the hull. Hardening stacking question. 2k. 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. This page was last edited on 23 March 2022, at 17:16. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. 6 update. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. 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. 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). Just don't expect much from Corvette shields. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. If the attacker's tracking is higher than the defender's. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. 1x shield capacitor. build several of these. Maybe they won't attack next time. 0 was launched, they doubled the cap from 200 to 500. If you mean by penetration resistance, then yes. 4. Could be a researchable alternative under energy. 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. A destroyer: 40%. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". For example. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Smaller ships only have one aux slot. Refire rate and general stats have been adjusted. In the tests, I made 3 test juggernauts: 1. (Note: patch 3. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. ago. After all it is better to field 100 cheap battleships than 80 armored ones. 100% Armor Hardening? does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks? Showing 1 -. Baby's First Stellaris Ships (3. using modules and Edicts, and. 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. "Shields aren't too good" really depends on the situation. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. That's worse than 6+6=12s for a purely neutral weapon. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. malakhglitch Rogue Servitor. Increased the range of Energy Siphons. In the default galaxy map mode, subjects have the same color as their overlord. Thirteen new plans for military reform are waiting for you to implement. 00, but energy torps have their shield_damage modifier at 0. 3. The cap to the Force Disparity bonus for fleets. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. It just misses an icon. Information. 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. Attack the ship with a shield penetration weapon 3. Its not even an early game advantage anymore. Negative shield negation adds to your shield value after all other calculations. Here's the fleet comp I'm personally finding is my go to in 3. 67. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. Promethian Mar 12, 2019 @ 7:28pm. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. It's a bit slower than shield reg, but your fleet starts each battle at full health. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. Take these battleship to a space mining drone system. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Also, shield/armor hardening could make a disruptor-based. 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. 1. 2x regenerative hull tissue. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 2x Armor III - 430 HP. Alpha damage is the amount of damage a fleet can dish out per volley. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Think of the Stellaris shield trade-offs the same way. Wooden-Many-8509 • 22 min. 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. Equip an ancient suspension field 2. Jump to latest Follow Reply. 0 unless otherwise noted. 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. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. 30% armor hardening on top cuts it by another third. Stellaris technology list and IDs cheat. This mod is a global compatibility patch for Stellaris 3. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. and a huge stack of armour. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 1x shield capacitor. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. 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. 2x Crystal plating (hull HP booster) - 550 HP. Q2. Third, buff the hardening components. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. 2x Armor III - 430 HP. With a shield capacitor, that's +50% regen. I get the sense the tech is a bit less finicky in Stellaris. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. 0. ago. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. 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. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. 2x Crystal plating (hull HP booster) - 550 HP. guiskj Captain. Shield nullification. 5. Jump to latest Follow Reply. That'll teach 'em. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. invol713 • 5 yr. #4. hardening * total. 50% shield hardening lets you live +100% longer (!!!!!). Battleships are around 11. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. g. 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. This page was last edited on 14 October 2017, at 11:01. You can send your ships to vassal ports if you. Yes they stack. Tried again, happened again. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Pros: Only ship type with T-slot, which can have absurd range. If the target has shield hardening, they still work together to beat the shields first. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. . That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. 6. Planetary shield generators in Star Wars are impenetrable. 8. and directly work on armor/hull. 50% shield. Q1. It gets deleted when the colossus is used. It is developed by Paradox Development Studio and published by Paradox. :- ( (building a new fleet is much. The equivalent number of Destroyers is intercepting 4 Whirlwinds worth of missiles. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris Wiki Active Wikis. So you can either go shield hardening or armor hardening, and it is usually better to go armor hardening due to all of the below. As soon as version 2. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration.