Add a Comment. 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. 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. For Synthetic, your admirals would gain the Synth trait instead. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. I really don’t remember. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 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. The Stellaris 3. csv Looks like they have potentially powerful shots but no. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. • 5 mo. As a rare tech, Basic Cloaking Fields has a small chance of appearing. TLDR; Armor is better than shields the vast majority of the time. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. Stellaris Real-time strategy Strategy video game Gaming. 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. Just what it say on the tin. 8 FogeltheVogel • 7 mo. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. 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. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. And if they have, armor is better than hull against kinetic batteries. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. 5. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 5. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. Related Topics. There's not really that much you need in terms of utility components. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. 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. Extra tips: + bigger gun -> bigger dmg. They can kill most enemies if they uncloak right on top of the enemy. ) This trait gives +10% fire rate, +10% armor hardening. The other version is "%chance to reduce any damage from penetrating at all" but I. 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. 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. About this site. 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. -Completely rewritten and updated for Stellaris 3. 2 Answers. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. If your post has been moved here from another thread, please re-read the thread rules and feel. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Field Manipulation - Tier 5. and a fair amount of sheild and armour hardening. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. 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). Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Is crystal armour no longer good? Is it just an advantage for early game?Vote. 01 base, 12. 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% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. Though these ship parts are too expensive to equip your entire navy with. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Kranchan. Psychics and Synthetics have 10% shield/armor hardening respectively. So raw HP gives you better or same than the others, and always works. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. It looks like tier 5 armour is better than crystal, maybe even tier 4. Yes they stack. 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. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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). Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. E. View this video if you w. An edict to specialize in a branch of research sounds fantastic. 1 ironsasquash • 7 mo. 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. 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. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. WolfsunEvasion: chance to negate any damage in combat. Living Metal and Zro are kinda weird resources because they have very few uses. It looks like tier 5 armour is better than crystal, maybe even tier 4. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). 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. Not on corvettes though. 32 to armor, 9. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. *Archeoengineering should allow the acquisition of null-void beams. 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. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. Generally I do full armour except on one slot, which is shield. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. 64. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. . You can get some hardening on day 1 from Admiral traits. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. That’s how badly hardening gimps penetration weapons. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. 100% is ideal value - as it would protect you from penalties from hull damage. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. 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). It makes no immersive sense. 25 and armor takes. 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. 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. Large. Stellaris: Suggestions. Artillery/Carrier remains a powerful fleet design in 3. TTundri. Also adds passive repairs and minor amounts of armour hardening. The reason is, because the shields are taking a lot of energy from the reactors. Content is available under Attribution-ShareAlike 3. However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. 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. In singleplayer you can just mass these, the AI will never counter them. It looks like tier 5 armour is better than crystal, maybe even tier 4. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Yes it's worth it. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I really hope they change hull regen to be daily in 1. • 3 mo. Cheaper Alloys cost than armor. 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. The ship components look nice and ll but in the end you have weaker ships. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. 6 “Orion” update includes many changes to combat. 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. 34. Stellaris has a rather cheap upgrade system, where its easy to switch designs. ) 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. 0 - Orion #####. 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. g, 100% penetration vs 75%. questionable at best. 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. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris. Darvin3. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 1 comment. I'll do that then ~ and thanks; the. *) Fix the modifier issue after the 2. But competitive Stellaris, is complete toss. Legacy Wikis. Do not leave feedback in this thread. majdavlk • 2 min. 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%. Tactics Forever, before the dev put it on Steam and then gave up on it. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Q1. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". #15. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. 2x regenerative hull tissue. r/Stellaris • 6 mo. 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". 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. ago. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. Nanomissiles ignore shields and armor, fire rate is 0. Just had a random thought here. 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 ♥♥♥♥. This would make it very useful on fleets and starbases based in Pulsar systems as well. You can indeed achieve 100% hardening, but all that does is stop shield penetration. Stellaris. Guns are still damaging to armor, just weak against it. 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. i would say its not good since most starbases you capture in war is nearby. Although, in 1. Ironically, there is an advanced armor option known as Dragonscale Armor. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 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. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. Battle ships are your heavy carriers and artillery weapons. Ignored by far more weapon types. I think the drake was +10 happiness to all planets. 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. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. Current Stellaris Ship Meta (for v3. Disruptors do 4. Carrier ai can increase that and thus can increase engagement range. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. At which point it still doesnt offer enough to be valueable. Man creates worst battleship in stellaris. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Also, Fortify The Border edict should be greatly buffed (with military. I personally play cooperative multiplayer and that’s the most of it. Lets use small weapons as an example. 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. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. 7% shields/day, or 250 out of 35834. I do not see a single reason why. #1. 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. 10. E. 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. Shield hardeners are a new defensive technology in the upcoming 3. A lot of good weapons bypass shields where as only a few bypass armour. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. The developers are meticulous with commenting their code and the Wiki pages are good references. Armor could give you lots of hit points, doesn't use power, but reduces evasion. . Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Sohei May 14, 2016 @ 7:44pm. Not on corvettes though. Are extremely powerful vs AI. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Go to Stellaris r/Stellaris. 5 days. 6 is now available on PC. I've put about 100-150 hours into the game but have been slacking. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. Stellaris Wiki Active Wikis. I've had trouble figuring this out exactly, but this is what it looks like. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Losing 100 Ar or 125 Sh to get 65 Hull. Also, shield/armor hardening could make a disruptor. disruptors late game might be worse now. ago. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. Observe the full damage going through shield. 50, vs Gamma lasers at 6. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). I believe one of the fallen empires are very into disruptors. Content is available under Attribution-ShareAlike 3. 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. is it worth it do you think?and a huge stack of armour. Small ships can't do it. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Larger ships have more. ago. But it also penetrates armor by 50%. My enemy has mountains of torpedoes (no neutron launchers). while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Here are the complete notes for Stellaris 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. 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. 1x shield capacitor. 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. 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. 6 "Orion" open beta. At which point it still doesnt offer enough to be valueable. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 9 ‘Caelum’ Patch. i. " Stellaris Mods Used: Extra Ship Components 3. If you're using disruptors they also bypass armor (basically direct hull damage). 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. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. Go to Stellaris r/Stellaris. Total HP = 2853 with 5. 1. #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. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. ago. . E. gautam_jat • 6 mo. But that is only even taking into account the enemy damage types. 0. " Even at 100% armour pen it still reduces damage. Side bonus of 80% shield hardening and 400 extra armor and shields. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. An example would be the 100% shield bypass ability of missiles, physical torps, and. Both are late game anyway so doesn't matter. 6. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 6;Mix Frigates in, that have a bit different behavioral profile. Try it out, it'll bypass shields. Equip an ancient suspension field 2. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. Some weapons do bonus damage against shields. It looks like tier 5 armour is better than crystal, maybe even tier 4. Lasers do 6. PvP is where the fleet composition you use matters a lot more I think. Guaranteed Ascension Tech 3. Stellaris. It looks like tier 5 armour is better than crystal, maybe even tier 4. 34 average damage. 25) gets tanked instead (meaning shields take 6. 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. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. 0. 8 FogeltheVogel • 7 mo. 67. . 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. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). 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. 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%). You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Of course you have to actually build the platforms for that to matter. Shields are generally better for long campaigns while armor is better for that big battle. 4 or 3. Idiot's Guide to 3. Ancient Pulse Armor (and other ancient armaments) are impractical. 6 update. to enjoy the quite sizable amount of written content in Stellaris. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Interact with diverse alien races, discover strange. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. 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 huge stack of armour. Now countered by armour, or by shield hardening, so best used paired with Plasma. View this video if you want to see. You need DLC to use this item. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Stellaris does neither of these which results in the. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 8 Fleets. Some weapons do bonus damage against armor and have armor penatration. 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. Early game of course I do the classic hangar DP, since they easily counter small ships. 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 Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 75 to armor and 6. Losing 100 Ar or 125 Sh to get 65 Hull. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 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. 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. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). This mod is a global compatibility patch for Stellaris 3. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. No. The. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. Torpedos now deal more damage the bigger the target. 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. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. 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). For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. TTundri. 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. Please. 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. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". #15. 1 comment. Now say, 30% shield hardening cuts Disruptor damage by a third. Small. 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. *. 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. Wooden-Many-8509 • 22 min. 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. 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. Living Metal and Zro are kinda weird resources because they have very few uses. g, 100% penetration vs 75% hardening means 25% of the damage goes through. This is separate from your Naval Capacity (shown at the top of the screen). More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 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. 2. This would make it very useful on fleets and starbases based in Pulsar systems as well.