stellaris shield penetration. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. stellaris shield penetration

 
 A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shieldsstellaris shield penetration As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general

A crisis is an event that threatens the entire galaxy and all life within it. But that isn't something I expect to happen, as. Fun fact. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. r/Stellaris. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. All Discussions. Frop. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Stellaris Real-time strategy Strategy video game Gaming. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. Both are late game anyway so doesn't matter. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. At which point it still doesnt offer enough to be valueable. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. I could use a little help. Plasma = 100% Armour penetration. Failing that, Energy torpedos, or your highest tier torpedo. Doing some tests against the contingency. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. maybe some space fauna or raiders come and lower one, and the other one kills it. IPWIW. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). 8) melt. add modifiers add/substracts a set amount of a resource or attribute to a scope. So using them is a safe bet. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Jump to latest Follow Reply. 100% Shield penetration = Ignores shields (no damage at all to shields). Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. reduction modifiers divide an amount of a resource or attribute by a set amount. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. In addition to that, explosives tend to have Penetration. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. “虚空恶魔”应当是早期版本的误称。. Dr_Bombinator • 6 yr. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. It'd be a considerable hard counter. The weapons the Unbidden use have 50% shield penetration. 27 dps. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. In the original release version of the game I reliably went with energy weapons and was happy with the results. . Shield damage have every gun +100%, which mean 1:1, except ↓. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Armor reduces damage by a set percent. 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. . The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Zabu Jun 26, 2016 @ 12:09pm. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. shadowtheimpure. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Corvette Spam. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). it all depends on what you're going to be fighting. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. 8-15. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. • 2 yr. Side bonus of 80% shield hardening and 400 extra armor and shields. There's no difference in Shield penetration and ignore shields. some weapons have armor/shield penetration so they ignore it. - Shield upgrade (like the current tech) etc. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. 09 0. Stellaris. But good lord do those eat power. Spare_Development_64 • 1 min. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. 04 0. Stellaris > Discussions générales > Détails du sujet. 6. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. None of their ship ever produce debris and their ship configuration is quite deadly. 85 -1 = 1. ago. I'm not a fan of this new type of ship parameter. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. I haven't played in almost a year. Cool. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. ship_armor_mult = % the ships armor amount is increased byFeatures. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. One thing i have noticed though is that Shield Regeneration pretty. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. I've had trouble figuring this out exactly, but this is what it looks like. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. ParasiteX Apr 21, 2017 @ 9:12pm. . In addition to that, explosives tend to have Penetration. 9 (played a couple more in older versions). Wooden-Many-8509 • 22 min. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Apart from this, Stellaris patch 3. In this video I explore the effe. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Apart from point defense. Stellaris Dev Diary #312 - 3. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Viral Cascade - Increased ship shield penetration and evasion 10. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. . Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Since my BB has 84. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. 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. They sound like the obvious target for point defence, but point defence ignores them. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. There's about a 10 day delay though. However, it looks like that at some point between then and now weapons were changed considerably. Concussion Missile ( Small )Shield Penetration is stupid . But next I found out "penetration shield 50%" and realized, that this is something wrong. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. But next I found out "penetration shield 50%" and realized, that this is something wrong. Projectile and Missle Weapons. Jan 8, 2019. If this capacity is exceeded, they become permeable to the following attacks. That does not mean they. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Hull, that once depleted, destroys ship. In late game battleships, you have a similar effect, just the other way around. shields, lower dps compared to kinetics). If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 5. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Third destroyer fleet lost 19 ships and the remaining hull was 38. 1- They spawned really far and holy fuck so much micro. Stellaris. Using the Shroud. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. Cloud Flare etc. They do explosive damage. EMP fuse -Specifically design torpedo, to. Hello everybody. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. 1 Graphics; 2 Ship Sizes. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. And only 12. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. ago. All Discussions. It then gets divided by 4, presumably to make it the type of number Paradox wants. 80% damage pierce. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. Fun fact. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. some weapons have armor/shield penetration so they ignore it. ParasiteX Apr 21, 2017 @ 9:12pm. Go to Stellaris r/Stellaris. 34 comments. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. ive been running into an issue with shield regeneration after some repeatables. Gunships Support 6. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 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 thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). 14 0. To combat this, you’ll need to. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). 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. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). Since you use all your physics research on shield repeatables, year after year after year, you easily get really high shield values - and coupled with 2 or 3 advanced shield hardeners and a Genius Armourer admiral on the council, the AI will have to beat down your enormous shields to kill each battleship even if they are kitted out with 100%. The other version is "%chance to reduce any damage from penetrating at all" but I don't. enemy leans much more torwards battle ships and. Contrary to some 'popular' opinion, they are mostly garbage. But next I found out "penetration shield 50%" and realized, that this is something wrong. That’s 17. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. 2. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. A new Stellaris update 3. And it's absolutely nonsense to use a lot of shield strength (cruiser. When it comes to hard countering something (such as the. All targets have no weapons. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. They should give these a boost to 100% accuracy and possibly a % of shield penetration. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Particular_Jicama_97. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 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. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. So the damage per second for each weapon is the same. In addition to that, explosives tend to have Penetration. And so is born the fleet of the 170 torpvettes. Added new. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. 30 per day/tick). 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. The eternal psionic avatar battle. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. If a hot border can be anticipated, I go for a Bastion Habitat. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. 100% shield penetration. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. All Discussions. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. It gives +100% to both shield and armor penetration. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Yes, but that doesn't matter too much. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. −5% accuracy. This article is for the PC version of Stellaris only. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. 5. Computer system. 6. Yes, but that doesn't matter too much. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. If you can, research more advanced. The anomaly generated "shield world" is actually in a time loop. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Once you. IPWIW. Contents. Stellaris. , stuff with %100 Shield Penetration and %100 Armor Penetration. 67. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. 8) melt. 34. Advanced shields require Strategic Resource to make. The below video linked when completely seen will provided the needed information. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. To combat this, you’ll need to beef up your fleets as much as possible. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. ago. g, 100% penetration vs 75% hardening means 25% of the damage goes through. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. Stellaris > General Discussions > Topic Details. Stellaris. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. At which point it still doesnt offer enough to be valueable. Compare with Marauders : +25% hull damage, 20 dps. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. ago. I have always wondered whats the point of having penetration. 9%. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. In earlier versions of the game this bonus was described as armor penetration. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Hello everybody. Stellaris fleet getting destroyed. Disruptor = 100% Shield penetration. Arc Emitters also have partial shield penetration. Armor is still very effective at countering them than shields. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 50, vs Gamma lasers at 6. Driller drones have some problems, but are awesome in no shield systems. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Hello everybody. Corvettes with high evasion are really good too, and you should have those anyway. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Even with their bonuses, their time to kill is awful. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. Slap on 3 afterburners. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. It's pretty noticeable in a fight 1 vs. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Shield damage have every gun +100%, which mean 1:1, except ↓. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. Kinetics only get like +15% penetration for medium and +30% for large size. And PD is the fighter-counter as well as the missile-counter. Is it that 50% of the damage goes to shields and 50% goes to armor/hull? If so, a little useless, since almost all ships have more hull than shields. e. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Spare_Development_64 • 1 min. Probably ~ the same usefulness as Tachyon Beams. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. This article is for the PC version of Stellaris only. Only. 5 days. 26. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to damage against. 8-15. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. 装甲 ( Armor )是舰船的直接减伤防护层,能够在结算伤害时先于船体值承受伤害,从而保护舰船。. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. Well, as you know in Stellaris ships have 3 "health bars". < > Showing 1-5 of 5 comments . So if you got shield hardener, then 25% is dealt to shield. 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%. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 26. Missiles are best now. Each transport fleet consist of 20 Android Assault Army and do not have a general. In Stellaris, if you lose the fight for the system, thats generally all that matter. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. 80% damage against armor. Stellaris Real-time strategy Strategy video game Gaming. Armor hardening is better and easier to get than shield hardening. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. add modifiers add/substracts a set amount of a resource or attribute to a scope. Time to bring out the torpedos. Armor, that stand in a way to hull. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Have Psionic Shields be non-bypassable. There's no difference in Shield. Armor - normal, needs to be destroyed before hull damage starts. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. If any other. BTW, this is modded. Railguns with 30% bonus to shields and 50% armor penetration are perfect. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games.