And it's absolutely nonsense to use a lot of shield strength (cruiser. Jun 15, 2019 @. Computer system. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). This test is about which ship does beat job against contingency. It's a great mode for Stellaris. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. Yes, I'll attack the frigates yada yada. 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. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. Destroying the Portal earns the Rift. #2. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. 8%. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. Shield hardeners are a new defensive technology in the upcoming 3. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. In addition to that, explosives tend to have Penetration. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Armor reduces damage by a set percent. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Lower DPS than Tachyon Beams but RNG damage range. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. It makes no sense what so ever to have this. Compare with Marauders : +25% hull damage, 20 dps. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Shahadem Jul 7, 2017 @ 5:14am. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Hull, that once depleted, destroys ship. −20% armor penetration. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?M slot: This will depend heavily on how well the strikecraft changes work. Stellaris. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. In this video I explore the effe. It's pretty noticeable in a fight 1 vs. 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. So my. Penetration means it completely avoids the health bar and will directly damage the underlying bar. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Generally speaking you also want to choose either kinetic, missile or. 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. ago. And so is born the fleet of the 170 torpvettes. The eternal psionic avatar battle. 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. Compare with Marauders : +25% hull damage, 20 dps. 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. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Jump to latest Follow Reply. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. ago. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. There are three types of modifiers. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. But next I found out "penetration shield 50%" and realized, that this is something wrong. 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. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 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。. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. I tried everything, strikecraft, artillery, energy weapons, etc. Wooden-Many-8509 • 22 min. Production Revolution. Concussion Missile ( Small )Shield Penetration is stupid . Once you. In addition to that, explosives tend to have Penetration. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. that this isn't a bad thing. All of it is quite nice, but extreamally flat (tho, shields should not be fully. . 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield The Unbidden use the highest tear generators and shield, but have no armor. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. Tried again, happened again. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. Kinetics only get like +15% penetration for medium and +30% for large size. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. I haven't played in almost a year. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. In addition to that, explosives tend to have Penetration. 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. Shorter reload times, higher movement speeds, but lacks shield penetration. it all depends on what you're going to be fighting. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. The ship cannot take damage for a whole 10 days before it regens. Dr_Bombinator • 6 yr. At which point it still doesnt offer enough to be valueable. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. 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. Contrary to some 'popular' opinion, they are mostly garbage. The below video linked when completely seen will provided the needed information. 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. enemy leans much more torwards battle ships and. Auto-best is not good, it frequently makes completely nonsensical design decisions. ive been running into an issue with shield regeneration after some repeatables. 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. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Lance. Arc Emitters also have partial shield penetration. −5% accuracy. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. 15. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Shield worlds, halos, arks, all that good stuff. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Mathematically, these weapons have the. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 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). more of the planet states, and info on the ships. All targets have no weapons. 2 Mining Habitats. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. In earlier versions of the game this bonus was described as armor penetration. That does not mean they. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. 1?. 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 shield hardening components kind of revive the shields back to their older glory. A quick search reveals that shield hardening apparently stacks. However, it looks like that at some point between then and now weapons were changed considerably. Missiles have 100% shield penetration like fighters. 100% shield penetration. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. Its DPS is 4. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. In addition to that, explosives tend to have Penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield 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. • 1 yr. Ideal for intercepting, escorting, and dogfighting. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Its DPS is 4. I highly recommend it if you haven't played it. 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. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 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). For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. they probably will die at some point. Please can you remove Shield and Armour penetration from the base game. In earlier versions of the game this bonus was described as. Kinetics only get like +15% penetration for medium and +30% for large size. Cheaper Alloys cost than armor. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. maybe some space fauna or raiders come and lower one, and the other one kills it. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 索林原虫的出现不需要任何先决条件。. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. I've had trouble figuring this out exactly, but this is what it looks like. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. HerewardTheWayk • 1 hr. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. They sound like the obvious target for point defence, but point defence ignores them. 26. add modifiers add/substracts a set amount of a resource or attribute to a scope. spacemanspiff30 • 4 yr. Contrary to some 'popular' opinion, they are mostly garbage. But it also penetrates armor by 50%. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. ago. 6. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. If this capacity is exceeded, they become permeable to the following attacks. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. 04 0. 67. 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. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Medium plasma has -33% shield damage and 60% armor penetration. You can see armor is quite effective against medium plasmas. 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. Frop. Now say, 30% shield hardening cuts Disruptor damage by a third. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Driller drones have some problems, but are awesome in no shield systems. Alle Diskussionen. 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. 25-30K with plasma and armor piercing things (like torpedoes). so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. 1. This article is for the PC version of Stellaris only. Callinicus. Shield strength, against full shield penetrators, is given by. Just don't expect much from Corvette shields. In late game battleships, you have a similar effect, just the other way around. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Shields are probably the better option, since stacking armor on small ships is futile. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. You only need one of those debuff fleets because it affects all in-system enemies. Energy weapon or kinetic weapon. I'm not a fan of this new type of ship parameter. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. So if you got shield hardener, then 25% is dealt to shield. 带有装甲穿透效果的武器,穿透效果百分比的伤害将无视装甲。. Penetration would seem to need a much more focused, clean. Armor, that stand in a way to hull. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Now say, 30% shield hardening cuts Disruptor damage by a third. 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. 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. ago. 概述. 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). Plasma = 100% Armour penetration. Component. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. Computer system. Go to Stellaris r/Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It lacks the bonus to hull damage lasers have. 5. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. For example the ancient laster (Cavitation Collapser), resembles normal lasers. So the damage per second for each weapon is the same. Viral Cascade - Increased ship shield penetration and evasion 10. 1 Data Structure; 2. 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. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. That's physics. Hello everybody. 13. < > Showing 1-5 of 5 comments . great importance to defense in tactics. Stellaris > General Discussions > Topic Details. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. IPWIW. Then you would have a trade-off between more regen or more shield health. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. 26. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. 5. 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%. 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. A crisis is an event that threatens the entire galaxy and all life within it. LockdownA10 • 6 yr. 5 multiplier. 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. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. 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. I tried everything, strikecraft, artillery, energy weapons, etc. hardening * total. ago. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. This can make cloaking a fleet a risky gambit if an empire manages. 44 MB. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Yes. File size:42. Failing that, Energy torpedos, or your highest tier torpedo. But that isn't something I expect to happen, as. #3. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 09 0. 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. Robotics and Kinetic are all rounders in this aspect. 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. 8-15. 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). Cloud Flare etc. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. 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. In this video I explore the effe. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Weapon damage hierarchy. But next I found out "penetration shield 50%" and realized, that this is something wrong. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. 15. The field cannot be removed by any means, with the. 28. Also, get lots of shields since the Contingency's weapons suck vs shields. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. kinetic, explosive), which would make for a more engaging system. Fighters - 2. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. A crisis is an event that threatens the entire galaxy and all life within it. In-combat regeneration occurs but its not a significant factor. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1- They spawned really far and holy fuck so much micro. but the 50% shield penetration on the arc emitter might help too. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Hull - 125% of 'normal' damage for as long as it lasts. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. I feel like all the space creature weapons have a use somewhere down the line. Stellaris. 1 Graphics; 2 Ship Sizes. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. −5% accuracy. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing:. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Report. 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. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). 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. E. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Man, the forerunner tech would be massively op but so fun to have in Stellaris. ago. Disruptors are mostly for the memes or countering certian crises. All Discussions. They are called Space Torpedoes. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Go to Stellaris r/Stellaris. 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. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. Honestly shield penetration and armor penetration is pretty amazing. Gunships Support 6. 1 titan - basically the same as battleship setup. To combat this, you’ll need to beef up your fleets as much as possible. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Radiation Shielding - Increased ship shield strength 8. The differences between the weapons are much more nuanced. All Discussions. 5 multiplier. -Missiles stay as they are. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Go to Stellaris r/Stellaris. Just imagine it exploding outwards and back on the superweapon. Relevant lines are here: Anti-Armor Bonuses. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Stellaris Galaxy Command Wiki. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. Damage redirected to the hardened component. 64 Destroyers vs 132 Corvettes. They are very good. It's pretty noticeable in a fight 1 vs. In Stellaris, if you lose the fight for the system, thats generally all that matter. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 80% damage against armor. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. Even a full point defence fleet would be unable to stop this many missiles. The detonation of a. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. Missiles have 100% shield penetration like fighters. Cool. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. some weapons have armor/shield penetration so they ignore it. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Projectile and Missle Weapons. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. The shield hardening components kind of revive the shields back to their older glory. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. - Component ("Psi Shield Module") like a. While Stellaris’ 4X-flavored. Supremacy Adoption - Naval Cap +20%, Ship Upkeep -10% Supremacy Finisher - +5% Shield and Armor Penetration Supremacy #1 - Ship Speed +10%, Command Limit +25% Supremacy #2 - Unchanged Supremacy #3 - Unchanged Supremacy #4 - +25% Damage vs Default Countries, -15% War Exhaustion Supremacy #5 - +20%. One thing i have noticed though is that Shield Regeneration pretty. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Vulnerable to kinetic weapons. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. That’s how badly hardening gimps penetration weapons. For instance, this explosive has 100%. 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. Yes, but that doesn't matter too much. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. According to the official Stellaris 3. All Discussions. With the occasional situational exception, of course. Neither Missiles, Autocannons nor Mass Drivers get special.