i would say its not good since most starbases you capture in war is nearby. 6 “Orion” update includes many changes to combat. The downside if that they use power and missiles/torpedo bypass them entirely. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. An edict to specialize in a branch of research sounds fantastic. 1x shield capacitor. Is crystal armour no longer good? Is it just an advantage for early game?Vote. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Interact with diverse alien races, discover strange. We’ll go over a few basic strategies to help you figure out what works for you. It gets shot by a 50% penetrating shot. Yes they stack. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. Below is an example of what I found out while testing ship combat. Larger ships have more. Content is available under Attribution-ShareAlike 3. -Completely rewritten and updated for Stellaris 3. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 8 Fleets. For Synthetic, your admirals would gain the Synth trait instead. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. gautam_jat • 6 mo. Armor is definitely the way to go. E. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. 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. Early game of course I do the classic hangar DP, since they easily counter small ships. 0 - Orion #####. Guaranteed Ascension Tech 3. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. Losing 100 Ar or 125 Sh to get 65 Hull. 6x Crystal plating - 1650 HP. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Over time they became the only remaining force that mattered with well over 100K fleet power. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. Q2. Some weapons do bonus damage against armor and have armor penatration. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. Perhaps if Stellaris introduced manpower, it could make things work better. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago. 64. And balance of anti shield and anti armour weapons set up as well. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedThe current "meta" is hardening and penetrating weapons, often hardened armor. Its DPS is 4. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. 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. Generally I do full armour except on one slot, which is shield. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Shield hardeners are a new defensive technology in the upcoming 3. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. and a huge stack of armour. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. Inversely scale hardening module impact against hull size. 6 update. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. I'm not a fan of this new type of ship parameter. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. 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%. Of course you have to actually build the platforms for that to matter. Armor could give you lots of hit points, doesn't use power, but reduces evasion. . From wiki. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 5 days. Guaranteed Ascension Tech 3. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. 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. Cheaper Alloys cost than armor. . disruptors late game might be worse now. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. #1. Discussion So which one is best based on your experience with the game so far. Disruptors do 4. +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. And if they have, armor is better than hull against kinetic batteries. . Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Extra tips: + bigger gun -> bigger dmg. At which point it still doesnt offer enough to be valueable. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. They can kill most enemies if they uncloak right on top of the enemy. 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 hardeners are a new defensive technology in the upcoming 3. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. 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. But competitive Stellaris, is complete toss. So I think that it would be fair to nerf all the sources rather than to remove them entirely, like some minmaxers seem to be suggesting. 100% is ideal value - as it would protect you from penalties from hull damage. If you're using disruptors they also bypass armor (basically direct hull damage). But that is only even taking into account the enemy damage types. Both are late game anyway so doesn't matter. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. 3. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Also adds passive repairs and minor amounts of armour hardening. 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. Legacy Wikis. 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. So in a stat point of view the ascension perk is kind meh, but if you are doing a "role play" sort of game it aint bad. The reason is, because the shields are taking a lot of energy from the reactors. Idiot's Guide to 3. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Stellaris does neither of these which results in the. Small ships can't do it. But it also penetrates armor by 50%. is it worth it do you think?and a huge stack of armour. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. ago. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. TLDR; Armor is better than shields the vast majority of the time. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Related Topics. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Stellaris has now only Armor and Missiles. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. E. 32 to armor, 9. You can get some hardening on day 1 from Admiral traits. and a fair amount of sheild and armour hardening. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 1. This is separate from your Naval Capacity (shown at the top of the screen). #15. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Not on corvettes though. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Logical-Table-3530 • 2 mo. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. . Shields are very difficult to bring down when you don't have a steady amount of damage done to them. 10. The other version is "%chance to reduce any damage from penetrating at all" but I. Tactics Forever, before the dev put it on Steam and then gave up on it. It looks like tier 5 armour is better than crystal, maybe even tier 4. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. View this video if you w. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. r/Stellaris • 6 mo. Torpedos now deal more damage the bigger the target. And shields are better since you don't have to go back after every fight. Stellaris is a sci-fi grand strategy game set 200 years into the future. 1. 6 and not had any issues. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. TTundri. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. 3 can be fit at maximum onto each Carrier Battleship, along with. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. You need DLC to use this item. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. Ancient Pulse Armor (and other ancient armaments) are impractical. csv Looks like they have potentially powerful shots but no. So raw HP gives you better or same than the others, and always works. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. 7% shields/day, or 250 out of 35834. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Stellaris: Suggestions. Do not leave feedback in this thread. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Added new aux components that use Exotic Gases, Rare. So having two grants you 30% hardening. 34 average damage. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. 2 Answers. 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%. PvP is where the fleet composition you use matters a lot more I think. 2. Losing 100 Ar or 125 Sh to get 65 Hull. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 6 "Orion" open beta. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. It looks like tier 5 armour is better than crystal, maybe even tier 4. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Although, in 1. 75 to armor and 6. Stellaris has a rather cheap upgrade system, where its easy to switch designs. E. 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. At which point it still doesnt offer enough to be valueable. Go to Stellaris r/Stellaris. I do not see a single reason why. • 3 mo. But if some torpedoes do get by, I. 10. Darvin3. That’s how badly hardening gimps penetration weapons. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. A lot of good weapons bypass shields where as only a few bypass armour. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Stellaris Real-time strategy Strategy video game Gaming. Unfortunately with the new 3. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Man creates worst battleship in stellaris. I prefer armor Regen and have a slight armor favoritism. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Current Stellaris Ship Meta (for v3. As for the aux slots Always use the accuracy bonus. 34. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. Living Metal and Zro are kinda weird resources because they have very few uses. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. There is no better - you need to figure out what your enemy uses and try to counter it. . +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. The amout of armour one can put on a ship is determined by the armour rating and the percentage. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. 6;Mix Frigates in, that have a bit different behavioral profile. questionable at best. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. Stellaris/commonfederation_perks. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 01 base, 12. 85 and they have 100 range, they're basically long range disruptors. It is developed by Paradox Development Studio and published by Paradox. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. Are extremely powerful vs AI. 2x regenerative hull tissue. I’ve only fought against normal empires so far in 3. The developers are meticulous with commenting their code and the Wiki pages are good references. . My enemy has mountains of torpedoes (no neutron launchers). It looks like tier 5 armour is better than crystal, maybe even tier 4. The other version is "%chance to reduce any damage from penetrating at all". Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. 6. Archeotech Makes Juggernauts Waaaaaaay More Tanky. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Ironically, there is an advanced armor option known as Dragonscale Armor. It makes no immersive sense. Depends on who you're fighting. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Artillery/Carrier remains a powerful fleet design in 3. 67. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. • 3 mo. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. 4 or 3. 9 that merges the various incompatible game rules and scripted triggers added by mods. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Meaning you can get 100% hardening on a large ship, pretty easily. About this site. 9 ‘Caelum’ Patch. NagolRiverstar • 1 mo. ##### ##### VERSION 3. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Ways to Obtain Living Metal. I think the drake was +10 happiness to all planets. 1 comment. Guns are still damaging to armor, just weak against it. Small. Though these ship parts are too expensive to equip your entire navy with. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. ago. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. Carrier ai can increase that and thus can increase engagement range. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Lets use small weapons as an example. I really hope they change hull regen to be daily in 1. Wooden-Many-8509 • 22 min. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Legacy Wikis. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Just had a random thought here. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. 50, vs Gamma lasers at 6. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. g, 100% penetration vs 75%. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. ago. Armor does not reduce damage to shields. except corvettes since they only have 3 slots, they use 2 armor 1 shield. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. The ship components look nice and ll but in the end you have weaker ships. The. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. 0. Stellaris. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. About this site. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 25) gets tanked instead (meaning shields take 6. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. You can indeed achieve 100% hardening, but all that does is stop shield penetration. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Field Manipulation - Tier 5. *. 8 FogeltheVogel • 7 mo. WolfsunEvasion: chance to negate any damage in combat. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. • 1 yr. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. I'll do that then ~ and thanks; the. *) Fix the modifier issue after the 2. Battle ships are your heavy carriers and artillery weapons. Now countered by armour, or by shield hardening, so best used paired with Plasma. Observe the full damage going through shield. An example would be the 100% shield bypass ability of missiles, physical torps, and. Try it out, it'll bypass shields. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. 25 and armor takes. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. Now say, 30% shield hardening cuts Disruptor damage by a third. If you become the crisis swarming becomes possible. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs.