Stellaris armour hardening. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Stellaris armour hardening

 
 The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slotStellaris armour hardening  Apr 4, 2019 683 24

E. Lets use small weapons as an example. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. From wiki. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Also adds passive repairs and minor amounts of armour hardening. I prefer armor Regen and have a slight armor favoritism. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing; Base: 70It looks like tier 5 armour is better than crystal, maybe even tier 4. This page was last edited on 7 February 2022, at 03:20. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. I'll do that then ~ and thanks; the. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. TTundri. But that is only even taking into account the enemy damage types. • 1 yr. 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. Stellaris. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. ago. I think the drake was +10 happiness to all planets. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. 2 Answers. Armor is definitely the way to go. Armor could give you lots of hit points, doesn't use power, but reduces evasion. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. 4 or 3. Over time they became the only remaining force that mattered with well over 100K fleet power. . Stellaris. i would say its not good since most starbases you capture in war is nearby. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 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. I believe one of the fallen empires are very into disruptors. Artillery/Carrier remains a powerful fleet design in 3. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. 3 can be fit at maximum onto each Carrier Battleship, along with. Then I'm still waiting for mine lol. We’ll go over a few basic strategies to help you figure out what works for you. questionable at best. Disruptors do 4. 6 “Orion” update includes many changes to combat. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. g, 100% penetration vs 75%. gautam_jat • 6 mo. 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. • 3 mo. Observe the full damage going through shield. 34. Cheaper Alloys cost than armor. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Unfortunately with the new 3. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Larger ships have more. E. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. • 5 mo. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. 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. 1 comment. 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. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. • 3 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. This would make it very useful on fleets and starbases based in Pulsar systems as well. (Mind, I'm not actually sure if this would preserve the clone army trait. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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. 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. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Carrier ai can increase that and thus can increase engagement range. 0 unless otherwise noted. 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. *) Fix the modifier issue after the 2. At which point it still doesnt offer enough to be valueable. This is separate from your Naval Capacity (shown at the top of the screen). Are extremely powerful vs AI. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. Guaranteed Ascension Tech 3. 50, vs Gamma lasers at 6. Some weapons do bonus damage against shields. The Stellaris 3. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. Kranchan. Depends on who you're fighting. 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%. Shield hardeners are a new defensive technology in the upcoming 3. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. 0. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. It is developed by Paradox Development Studio and published by Paradox. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. I really hope they change hull regen to be daily in 1. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 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%. 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. and a fair amount of sheild and armour hardening. Idiot's Guide to 3. Add a Comment. Stellaris/commonfederation_perks. . TLDR; Armor is better than shields the vast majority of the time. It looks like tier 5 armour is better than crystal, maybe even tier 4. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. 1 ironsasquash • 7 mo. 10. 9 that merges the various incompatible game rules and scripted triggers added by mods. Below is an example of what I found out while testing ship combat. 01 base, 12. It makes no immersive sense. 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. 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. Wooden-Many-8509 • 22 min. It looks like tier 5 armour is better than crystal, maybe even tier 4. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. They can kill most enemies if they uncloak right on top of the enemy. 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. And shields are better since you don't have to go back after every fight. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. to enjoy the quite sizable amount of written content in Stellaris. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). +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. 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. Legacy Wikis. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. You can get some hardening on day 1 from Admiral traits. 5 days. So raw HP gives you better or same than the others, and always works. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. PvP is where the fleet composition you use matters a lot more I think. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. I've put about 100-150 hours into the game but have been slacking. Nanomissiles ignore shields and armor, fire rate is 0. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 0 unless otherwise noted. . Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. This mod is a global compatibility patch for Stellaris 3. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. #15. Living Metal and Zro are kinda weird resources because they have very few uses. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". The. 6 update. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. Shield hardeners are a new defensive technology in the upcoming 3. But it also penetrates armor by 50%. " Stellaris Mods Used: Extra Ship Components 3. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Either don't use shields at all and go just armor, or use positioning and long range to make sure you regain shields before the enemy hits back. . The downside if that they use power and missiles/torpedo bypass them entirely. 100% is ideal value - as it would protect you from penalties from hull damage. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 32 to armor, 9. I've had trouble figuring this out exactly, but this is what it looks like. The developers are meticulous with commenting their code and the Wiki pages are good references. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). It looks like tier 5 armour is better than crystal, maybe even tier 4. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. 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. 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. There's not really that much you need in terms of utility components. Go to Stellaris r/Stellaris. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Please. Extra tips: + bigger gun -> bigger dmg. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Interact with diverse alien races, discover strange. It gets shot by a 50% penetrating shot. I'm not a fan of this new type of ship parameter. 10. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. disruptors late game might be worse now. 8 Fleets. Inversely scale hardening module impact against hull size. Try it out, it'll bypass shields. Early game of course I do the classic hangar DP, since they easily counter small ships. 7% shields/day, or 250 out of 35834. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. Perhaps if Stellaris introduced manpower, it could make things work better. Although, in 1. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. 64. 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. 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. 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. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Stellaris is a sci-fi grand strategy game set 200 years into the future. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. If you become the crisis swarming becomes possible. Psychics and Synthetics have 10% shield/armor hardening respectively. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. Stellaris does neither of these which results in the. Go to Stellaris r/Stellaris. Shields are generally better for long campaigns while armor is better for that big battle. 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. except corvettes since they only have 3 slots, they use 2 armor 1 shield. 67. Ways to Obtain Living Metal. Battle ships are your heavy carriers and artillery weapons. Generally I do full armour except on one slot, which is shield. 3. 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. But if some torpedoes do get by, I. 8 FogeltheVogel • 7 mo. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. No. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Tactics Forever, before the dev put it on Steam and then gave up on it. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. Not on corvettes though. Field Manipulation - Tier 5. bonus kinetic damage or armor plating if built at a starbase with a netronium building. 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. Below is an example of what I found out while testing ship combat. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. Ignored by far more weapon types. Living Metal and Zro are kinda weird resources because they have very few uses. 6 “Orion” update includes many changes to combat. Logical-Table-3530 • 2 mo. ago. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 9 ‘Caelum’ Patch. Stellaris. 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. 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. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. . In singleplayer you can just mass these, the AI will never counter them. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. You can indeed achieve 100% hardening, but all that does is stop shield penetration. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. It looks like tier 5 armour is better than crystal, maybe even tier 4. . Apr 4, 2019 683 24. I really don’t remember. An edict to specialize in a branch of research sounds fantastic. Legacy Wikis. Now say, 30% shield hardening cuts Disruptor damage by a third. 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. Archeotech Makes Juggernauts Waaaaaaay More Tanky. ) This trait gives +10% fire rate, +10% armor hardening. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. 25 days. 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. Lasers do 6. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. As for the aux slots Always use the accuracy bonus. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. E. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against 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. 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. 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. Large. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. But competitive Stellaris, is complete toss. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 2x regenerative hull tissue. Some weapons do bonus damage against armor and have armor penatration. Meaning you can get 100% hardening on a large ship, pretty easily. Losing 100 Ar or 125 Sh to get 65 Hull. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 6 "Orion" open beta. Q1. 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. ago. 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. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. 6 and not had any issues. View this video if you want to see. Not on corvettes though. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. Ancient Pulse Armor (and other ancient armaments) are impractical. For Synthetic, your admirals would gain the Synth trait instead. Do not leave feedback in this thread. 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. #1. Content is available under Attribution-ShareAlike 3. Total HP = 2853 with 5. -Completely rewritten and updated for Stellaris 3. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. 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. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Equip an ancient suspension field 2. It is now possible to get 100% of both shield and armor hardening using councillors only. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. #15. Stellaris: Suggestions. ago. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. 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. Q2. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. is it worth it do you think?and a huge stack of armour. 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. Stellaris Wiki Active Wikis. 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. If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. 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. This would make it very useful on fleets and starbases based in Pulsar systems as well. . Losing 100 Ar or 125 Sh to get 65 Hull. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels of. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. NagolRiverstar • 1 mo. 25) gets tanked instead (meaning shields take 6. And balance of anti shield and anti armour weapons set up as well. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. An example would be the 100% shield bypass ability of missiles, physical torps, and. Man creates worst battleship in stellaris. 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. 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 ♥♥♥♥. If you're using disruptors they also bypass armor (basically direct hull damage). A lot of good weapons bypass shields where as only a few bypass armour. Torpedos now deal more damage the bigger the target. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. 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.