stellaris armour hardening. Kranchan. stellaris armour hardening

 
 Kranchanstellaris armour hardening  The other version is "%chance to reduce any damage from penetrating at all" but I

#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. Disruptors do 4. 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. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Although, in 1. Stellaris: Suggestions. It looks like tier 5 armour is better than crystal, maybe even tier 4. Though these ship parts are too expensive to equip your entire navy with. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. View this video if you w. r/Stellaris • 6 mo. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. You can indeed achieve 100% hardening, but all that does is stop shield penetration. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. 7% shields/day, or 250 out of 35834. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 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. Its DPS is 4. 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. 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. There's not really that much you need in terms of utility components. " Even at 100% armour pen it still reduces damage. It gets shot by a 50% penetrating shot. It looks like tier 5 armour is better than crystal, maybe even tier 4. E. Stellaris. E. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Here are the complete notes for Stellaris 3. Now say, 30% shield hardening cuts Disruptor damage by a third. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 6;Mix Frigates in, that have a bit different behavioral profile. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Armor could give you lots of hit points, doesn't use power, but reduces evasion. 34 average damage. 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). 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Also, Fortify The Border edict should be greatly buffed (with military. 8 FogeltheVogel • 7 mo. Lasers do 6. 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. Shields are generally better for long campaigns while armor is better for that big battle. #15. 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. Please. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Generally I do full armour except on one slot, which is shield. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. The reason is, because the shields are taking a lot of energy from the reactors. Go to Stellaris r/Stellaris. Perhaps if Stellaris introduced manpower, it could make things work better. 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. Lets use small weapons as an example. 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. If your post has been moved here from another thread, please re-read the thread rules and feel. I really hope they change hull regen to be daily in 1. 64. 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. 25 and armor takes. -Completely rewritten and updated for Stellaris 3. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. 6 “Orion” update includes many changes to combat. 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). Small ships can't do it. 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. Both are late game anyway so doesn't matter. Stellaris. E. 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. Community Hub. *) Fix the modifier issue after the 2. 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. An example would be the 100% shield bypass ability of missiles, physical torps, and. 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. 6 update. Ancient Pulse Armor (and other ancient armaments) are impractical. Current Stellaris Ship Meta (for v3. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. to enjoy the quite sizable amount of written content in Stellaris. and a fair amount of sheild and armour hardening. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). It looks like tier 5 armour is better than crystal, maybe even tier 4. PvP is where the fleet composition you use matters a lot more I think. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 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. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. +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. • 5 mo. i. Q1. 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%). About this site. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. 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. The downside if that they use power and missiles/torpedo bypass them entirely. 9 ‘Caelum’ Patch. 0 - Orion #####. 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. This is separate from your Naval Capacity (shown at the top of the screen). 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%. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ) 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. Logical-Table-3530 • 2 mo. Idiot's Guide to 3. Stellaris. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. " Stellaris Mods Used: Extra Ship Components 3. 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. Psychics and Synthetics have 10% shield/armor hardening respectively. 1 ironsasquash • 7 mo. Armor does not reduce damage to shields. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. Some weapons do bonus damage against shields. I’ve only fought against normal empires so far in 3. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. The ship components look nice and ll but in the end you have weaker ships. is it worth it do you think?and a huge stack of armour. g, 100% penetration vs 75%. Stellaris has now only Armor and Missiles. ago. 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. 6 is now available on PC. Also, shield/armor hardening could make a disruptor-based. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Content is available under Attribution-ShareAlike 3. 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. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. . Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. 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. 25) gets tanked instead (meaning shields take 6. 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. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. But competitive Stellaris, is complete toss. 5. Cheaper Alloys cost than armor. Yes they stack. 6 “Orion” update includes many changes to combat. 6. I think the drake was +10 happiness to all planets. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. Field Manipulation - Tier 5. Unfortunately with the new 3. Living Metal and Zro are kinda weird resources because they have very few uses. 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. 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. ago. 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. Side bonus of 80% shield hardening and 400 extra armor and shields. And if they have, armor is better than hull against kinetic batteries. I believe one of the fallen empires are very into disruptors. majdavlk • 2 min. The other version is "%chance to reduce any damage from penetrating at all" but I. 2 Answers. 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. Guns are still damaging to armor, just weak against it. Not on corvettes though. Guaranteed Ascension Tech 3. ago. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. • 3 mo. My enemy has mountains of torpedoes (no neutron launchers). 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. . 10. 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. Go to Stellaris r/Stellaris. 32 to armor, 9. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Interact with diverse alien races, discover strange. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. I really don’t remember. 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. So raw HP gives you better or same than the others, and always works. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. TTundri. Observe the full damage going through shield. disruptors late game might be worse now. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 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. csv Looks like they have potentially powerful shots but no. r/Stellaris. 1 comment. 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. Stellaris/commonfederation_perks. At which point it still doesnt offer enough to be valueable. 100% is ideal value - as it would protect you from penalties from hull damage. #15. Equip an ancient suspension field 2. 3 can be fit at maximum onto each Carrier Battleship, along with. (Mind, I'm not actually sure if this would preserve the clone army trait. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. 0 unless otherwise noted. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. 75 to armor and 6. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Add a Comment. Legacy Wikis. 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. 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. 50, vs Gamma lasers at 6. A lot of good weapons bypass shields where as only a few bypass armour. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. questionable at best. Over time they became the only remaining force that mattered with well over 100K fleet power. 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. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. No. Archeotech Makes Juggernauts Waaaaaaay More Tanky. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). Battle ships are your heavy carriers and artillery weapons. Of course you have to actually build the platforms for that to matter. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. Guaranteed Ascension Tech 3. Extra tips: + bigger gun -> bigger dmg. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. gautam_jat • 6 mo. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. 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. Shield hardeners are a new defensive technology in the upcoming 3. #1. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. 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%. 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. It is now possible to get 100% of both shield and armor hardening using councillors only. 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. Carrier ai can increase that and thus can increase engagement range. Apr 4, 2019 683 24. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Not on corvettes though. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. 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. The developers are meticulous with commenting their code and the Wiki pages are good references. 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. It makes no immersive sense. Shield hardeners are a new defensive technology in the upcoming 3. 3. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Related Topics. Armor is definitely the way to go. The other version is "%chance to reduce any damage from penetrating at all". Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 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. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. 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). 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. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 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. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. Kranchan. . 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. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. • 1 yr. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 0. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. Discussion So which one is best based on your experience with the game so far. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Man creates worst battleship in stellaris. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. . Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Losing 100 Ar or 125 Sh to get 65 Hull. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. . 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. About this site. Large. It looks like tier 5 armour is better than crystal, maybe even tier 4. 85 and they have 100 range, they're basically long range disruptors. As a rare tech, Basic Cloaking Fields has a small chance of appearing. You need DLC to use this item. 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. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Content is available under Attribution-ShareAlike 3. . 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. 1 comment. Do not leave feedback in this thread. Below is an example of what I found out while testing ship combat. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. For Synthetic, your admirals would gain the Synth trait instead. 5. An edict to specialize in a branch of research sounds fantastic. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. 1. Sohei May 14, 2016 @ 7:44pm. 1x shield capacitor. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". We’ll go over a few basic strategies to help you figure out what works for you. Some weapons do bonus damage against armor and have armor penatration. I do not see a single reason why. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Also, shield/armor hardening could make a disruptor. 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. But that is only even taking into account the enemy damage types. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. 25 days. Tactics Forever, before the dev put it on Steam and then gave up on it. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. The Stellaris 3. As for the aux slots Always use the accuracy bonus. Stellaris. E. Nanomissiles ignore shields and armor, fire rate is 0. 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). Wooden-Many-8509 • 22 min. 2x regenerative hull tissue. g, 100% penetration vs 75% hardening means 25% of the damage goes through. I'll do that then ~ and thanks; the. 67. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. Stellaris does neither of these which results in the. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. This would make it very useful on fleets and starbases based in Pulsar systems as well. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. 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. Legacy Wikis. From wiki. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. 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. 6x Crystal plating - 1650 HP. and a huge stack of armour. 6 “Orion” update includes many changes to combat. 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. 4 or 3. 0 unless otherwise noted. 8 FogeltheVogel • 7 mo. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 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. TTundri. 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. Ignored by far more weapon types. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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 ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Living Metal and Zro are kinda weird resources because they have very few uses. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Just had a random thought here. . Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. They can kill most enemies if they uncloak right on top of the enemy. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. This would make it very useful on fleets and starbases based in Pulsar systems as well. 9 that merges the various incompatible game rules and scripted triggers added by mods. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. 0. It just misses an icon. Yes it's worth it. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. If you become the crisis swarming becomes possible.