Shield hardening stellaris. Shield regen in battle used to be in the game, but they removed it because shield tanking was hands down the best defense available. Shield hardening stellaris

 
Shield regen in battle used to be in the game, but they removed it because shield tanking was hands down the best defense availableShield hardening stellaris and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships

Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 6 Badges. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Also, shield/armor hardening could make a disruptor. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Discussion. My enemy has mountains of torpedoes (no neutron launchers). Go to Stellaris r/Stellaris. PitiRR. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. The shield hardening is just a minor problem, I will test it later though. 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. Yeah, the first time I ran into this, it confused me, too. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. - Slighly reduced the number of mineral and energy space deposits. That’s either by design or by technical limitation. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Shield and Armor Hardeners: good only for Arcs and Torpedos, but nothing else? Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More. These are also stack. Most of my games last about two days. 25 days. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. But it also penetrates armor by 50%. . Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. If the tooltip says something about. The Stellaris 3. Using 3 on either shield, armor, or mixed made it easier for them. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. 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. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. In case of 50%. Strictly speaking, I haven't found a lot of use for. This means shield-bypassing weapons can be very effective against them. Stellaris Wiki Active Wikis. 25 shield hardening and . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. E. This page was last edited on 23 March 2022, at 17:16. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. Darvin3. I don't know what the fuck beats a Juggernaut with 100% shield hardening. Maybe they won't attack next time. The result are the same. Cruisers are around 5. Theonar Jul. Added new. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. Added new. Don't forget to turn. 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. What I want in a fleet is good firepower, while having a high survival rate. Thread starter Callinicus; Start date Jan 8, 2019; Jump to latest Follow Reply. One does not ‘beat’ the Great Khan… the Great Khan beats you. Stellaris. 2 thirds armour 1 third shield. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. The other version is "%chance to reduce any damage from penetrating at all" but I don't. A new Stellaris update 3. So in average the same amount of shield or armor will least half as much time as the hull. Archeotech Makes Juggernauts Waaaaaaay More Tanky. That's some. Added new. Best. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 5 days. My ships slots are half armor, 25% crystal, 25% shields. I'm assuming the. Living Metal and Zro are kinda weird resources because they have very few uses. 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. 7k a piece. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. Go to Stellaris r/Stellaris. And it gets better: With Archaeo-Engineers AP, all archaeotech. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. 30% armor hardening on top cuts it by another third. Shield strength, against full shield penetrators, is given by. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 100% is overkill and make bypass weapon useless, but there should be incentive for player to not going for bypass as a no brainer. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. R5: Found a choke point on a pulsar that gives 100% shield nullification. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. The wiki doesn't say anything about them having point defense. Toate Discuții Capturi de ecran Ilustrații Difuzări Videoclipuri Atelier Știri Ghiduri Recenzii. 103 votes, 17 comments. 2 Answers. Stellaris. The. More information can be found in Stellaris Dev Diary #293. Was wondering if this also applies to archeo. According to the official Stellaris 3. I don't know why it would be small, other than your resolution setting being set to an absurdly high number, but there is a UI scaling option in the menu that might fix this (if it doesn't, lower your resolution maybe?). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. If I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardening2% armour/day, or 122-123 out of 6444, and 1% without Titan. Similar argument applies to, e. 75 to armor and 6. Refining and Rare Crystal Manufacturing (alongside their respective other required techs) in order to be able to roll Shield and Armor Hardening techs, respectively. ago. Stellaris is a sci-fi grand strategy game set 200 years into the future. There are few weapons in the galaxy that can penetrate the hulls. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Advanced Shield Hardening. +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. I've had trouble figuring this out exactly, but this is what it looks like. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. #2. L gates are different though and they can still enter from the closest I gate into the cluster and go through your L GATE gateway. Stellaris: Tech. 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. and with the introduction of armor and shield hardening it's just not effective. ago. Further, with 30% Armor Hardening your corvette has 286 EHP. Legacy Wikis. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. 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. Equip an ancient suspension field 2. . Below is an example of what I found out while testing ship combat. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardening 2% armour/day, or 122-123 out of 6444, and 1% without Titan. I was able to see that they now have 50% shield hardening (which makes sense to me. Their fleets tend to follow their overlord's. my shield nullification surprise. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on my ship designer under shields. Mining lasers are now classified as Brawling weapons. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. If you mean by penetration resistance, then yes. Damage redirected to the hardened component. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Hardening stacking question. The driller drones synergize really well with other shield bypass builds. Their weapons also suck against shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Strike craft are their own separate entities like missiles. Add a Comment. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Are extremely powerful vs AI. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. Can confirm - fastest with few pauses can get you through the first 150 years or so on one sitting. Side bonus of 80% shield hardening and 400 extra armor and shields. Instead of trying to undermine battleships in Stellaris, which seems to be the case as they are being nerfed in multiple ways - there now isn't even a good anti-armor artillery weapon anymore (sure, neutron launchers were outrageous,. And will probably not have a 3. 29. Apart from this, Stellaris patch 3. That’s just some basics on it, but your best bet is gonna be mixed fleets of a bunch of each ship thpe. Shield hardening needs aux slots (same problem - you probably don't want to lose them), or Genius Armorer, or Ancient Suspension Field (this is the. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. It averages at 850. They do stack, yes. Further, at these levels of Shield Hardening your shield HP is basically added to your Armor HP with respect to Missiles and Fighters and is very functional as an anti-Torpedo measure since it offsets the bonus damage to armor of Torpedos. 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. Very strong isn't helping with research. E. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". and there is no way to bring them back. You have an actual choice in the auxiliary slots with both shield health and weapon accuracy being perfectly viable. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Because of the large bang torpedoes destroy ships, instead of small weapons leaving chances to get away. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Larger ships have more. If your FAEs/disruptors/etc. Patch 19-03-2023. Living Metal and Zro are kinda weird resources because they have very few uses. Let's div. E. Shield regen in battle used to be in the game, but they removed it because shield tanking was hands down the best defense available. A quick search reveals that shield hardening apparently stacks. It averages at 850. Stellaris. If you go into a system with shield negation, you average them out for the value of your shield. The Stellaris 3. Eventually became the last bastion of freedom in the galaxy and was struggling to hold back the hoard when the Khan suddenly died of disease. - Update for Stellaris version 3. is it worth it do you think?And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. 64) with. I fly with a combination of torpedoes and stormfire cannons. Its just farming. There is too much data tied up in a planet. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. They punch way above what their fleet power numbers would indicate. I had an idea for a star that's got some psionic mist around it, like shrouded worlds. Adds the Shrouded Star, which gives . Their battle ships regen something like 14k shield per day. They have their own weapons they fire. +25% Shield Regen +3% Shield Hardening; Missiles. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. Stellaris. Solovyev-Pavel update ESC Unbidden spawn logic. No, those are permanently locked. #23,663. 1 jump drive range to ships in the system. So if that's what your enemies are running they're worth it, and if not, they're. Mining lasers are pretty useful if you're trying to finish the game in under 100 years. Mining lasers are now classified as Brawling weapons. 34. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. 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!Go to Stellaris r/Stellaris. Shield Hardening should protect from storms and neutron stars. . because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. Active Wikis. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. The juggernaut is different because it can rotate so the arc emitters can always fire. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Should say something like "track all projects". From wiki. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. . 25 shield hardening and . Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I also think there's no reason for it to not just stack with the planetary building like all the other orbital equivalent buildings. Small ships can't do it. 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. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Stellaris Wiki Active Wikis. 6, but I feel like one thing would make it a lot better: meaningful power management decisions. 8 Fleets. You can also build farms on tiles without food bonus if necessary. If playing as organics you will probably want a trade league as early as possible to cover CG and Unity. move check for ESC non-psionic shields into separate scripted trigger. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. There are few weapons in the galaxy that can penetrate the hulls. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. 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. Bumc Apr 10 @ 12:11pm. ) Non penetrating weapons have nasty -50% and -75% vs shield modifiers, but penetrating weapons don’t! Even with 100% shield hardening, my whirlwinds don’t have any penalty against shield and will outperform a plasma cannon in. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Cool. 2x Crystal plating (hull HP booster) - 550 HP. Active Wikis. The AI empires just can't keep up late game, so the only real challenge after year 200 is the end game crisis. The downside if that they use power and missiles/torpedo bypass them entirely. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Meaning you can get 100% hardening on a large ship, pretty easily. Don't forget to turn. So yes they do deal double damage to corvettes. 85 -1 = 1. You are correct that hull regen is per month. 1. Be prepared to make your moves once the Khanate fails…. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. Armor does not reduce damage to shields. last week. 1 daily regen (2. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. About this site. Toggle signature "And as the 34th Rule of Acquisition states: 'Peace is good for business. . Just had a random thought here. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 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. That’s 17. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. " Stellaris Mods Used: Extra Ship Components 3. Related Topics. 189 commits. Stellaris Wiki Active Wikis. 9K health and 20% evasion. Can't terraform Mars then. 418K subscribers in the Stellaris community. 6. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better, and. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Right now though, I am gonna probably change it again, going 10/15/20/25/30 instead, maybe even higher like 15/25/35/40/50. 7% shields/day, or 250 out of 35834. The mining drones do a ton of. Basically arc does 25% damage as shields are enough. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. Do not leave feedback in this thread. Generally I prefer to play tall, tech and unity focus, and not declare wars, but when I play conquest heavy I play like this and finish a lot sooner. Advanced Shield Hardener: 30 1: 25 +25% Shield Hardening 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. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. Had no reason to. 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. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. I repeat, 100% shield hardening. Smaller ships only have one aux slot. With the 2. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Those Khans are notoriously sickly. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 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. Maybe they won't attack next time. Was wondering if this also applies to archeo. armor an shield hardening definitely help ship survival vs missiles and disruptors. In this video I explore the effectiveness of the new shield. Larger ships have more. Later i tried picket cruiser with hardeners. Legacy Wikis. I get this idea that cruisers are smaller battleships and are ditched the second you get battleships. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. Stellaris Wiki. 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. It does diminish in effectiveness slightly when faced with shield hardening. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". E. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. 6 beta version at all. I think that crisis, FE, AE, leviathans should have hardening. 64) with it. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. Even those provided by Pulse Armor. 1 shield regen, 15% shield hardening. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. +10% evasion (and 20% sublight speed). About this site. . There are 6 players and idealy we would like to stop after 5-8 hours. , if you look at the damage taken by shields and it's got a line for Focused Arc Emitters. 6 “Orion” update includes many changes to combat. 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. Stellaris: Armor Hardeners are very effective. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. 6 update. But only occurs during combat if you have shield capacitors installed. I've had trouble figuring this out exactly, but this is what it looks like. Ironically, there is an advanced armor option known as Dragonscale Armor. . There are many ways to bypass the shield, and armor can also get hardening (as there are also ways to bypass armor), and you should focus on only one hardening to make it actually viable. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Ship accuracy and evasion increased by 5%. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 2. Added new. r/Stellaris. The great khan event is brutal. mcb0001. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Total HP = 2853 with 5. A fleet of artillery battleships with max shields and shield hardening, do these two jobs well. (If coupled with psionic shields or psionic barriers, it allows you to cloak with full shields). Go to Stellaris r/Stellaris. 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.