So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?M slot: This will depend heavily on how well the strikecraft changes work. They are called Space Torpedoes. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. Once you. some weapons have armor/shield penetration so they ignore it. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speed So if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. 8) melt. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. add modifiers add/substracts a set amount of a resource or attribute to a scope. Armor - normal, needs to be destroyed before hull damage starts. It lacks the bonus to hull damage lasers have. Honestly shield penetration and armor penetration is pretty amazing. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Anything that has 100% penetration on BOTH needs to be shot. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Disruptors are mostly for the memes or countering certian crises. Railguns with 30% bonus to shields and 50% armor penetration are perfect. The differences between the weapons are much more nuanced. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 25 days. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. 2 Forge Habitats. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Only larger weapons, medium and Large types get a small increase to armor penetration. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. but the 50% shield penetration on the arc emitter might help too. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Hardening stacking question. Torpedo = 100% Shield penetration. 5. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Viral Cascade - Increased ship shield penetration and evasion 10. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). Proton. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. Armor is still very effective at countering them than shields. Compare with Marauders : +25% hull damage, 20 dps. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 1- They spawned really close and the endgame crisis didnt even take 2 years. All targets have no weapons. These are also stack. Preferably from far away :p. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. Just imagine it exploding outwards and back on the superweapon. 50, vs Gamma lasers at 6. The other version is "%chance to reduce any damage from penetrating at all". hardening * total. And only 12. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken. Cloud lightning + arc emitters + disruptors. reduction modifiers divide an amount of a resource or attribute by a set amount. That’s how badly hardening gimps penetration weapons. 1- They spawned really far and holy fuck so much micro. Cheaper Alloys cost than armor. So two m-shields are strictly superior to one l-shield. In general, vs Kinetics, Disruptors, strike craft and trops. The only way to stop the Unbidden is to destroy the Extradimensional Portal. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. ago. In-combat regeneration occurs but its not a significant factor. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. E. Robotics and Kinetic are all rounders in this aspect. Medium plasma has -33% shield damage and 60% armor penetration. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. E. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Destroying the Portal earns the Rift. Armor reduces damage by a set percent. Go to Stellaris r/Stellaris. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. 09 0. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. r/Stellaris. Alle Diskussionen. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Slap on 3 afterburners. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Component. 3. To top it off, the time loop had become destabilized over an extremely long time. 100% Shield penetration = Ignores shields (no damage at all to shields). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. And PD is the fighter-counter as well as the missile-counter. Stellaris. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. ago. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. Consumes power. Corvettes might be better than cruisers just because if they get in range they're toast either. The eternal psionic avatar battle. If you want to disable enemy shields, the saturator X weapon is the best at that job. Stellaris Real-time strategy Strategy video game Gaming. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. 80% damage against armor. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. 100% Shield penetration = Ignores shields (no damage at all to shields). If some ship does a. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. 1? 0. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. It is mainly the unique content of μ series KANSEN in the Azur Lane game. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. ago. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. If the enemy has no shield penetration, then shield hardening does nothing. ago. Shield damage have every gun +100%, which mean 1:1, except ↓. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. This can make cloaking a fleet a risky gambit if an empire manages. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Even a full point defence fleet would be unable to stop this many missiles. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. 80% damage pierce. 36%. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Even with their bonuses, their time to kill is awful. ago. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Stellaris. Kinetics only get like +15% penetration for medium and +30% for large size. Hello everybody. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. In addition to that, explosives tend to have Penetration. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. 30% armor hardening on top cuts it by another third. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. At which point it still doesnt offer enough to be valueable. 5 Starship Shield Hardness +47. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. 85 -1 = 1. Stellaris. 30 per day/tick). You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. I am talking entry to exit longest distance available. Auto-best is not good, it frequently makes completely nonsensical design decisions. 13. 80% damage against armor. Time to bring out the torpedos. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). You don't really need anti-shield ships for Unbidden. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. . Wooden-Many-8509 • 22 min. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 1 titan - basically the same as battleship setup. My fleet is using 31 of those battleships. It really depends on the situation, but I find shields more reliable than armour in most cases, as armour tends to be massively hard-countered later in the game by plasma. I have always wondered whats the point of having penetration. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 28. 25 days. Well, as you know in Stellaris ships have 3 "health bars". Modded stats: 50% orbital bombardment damage reduction. Consumes power. They do explosive damage. This mod is an optional content expansion package for Azur Lane Stellaris DLC. Large Auto is range 30 as well of course, but. But it does miss, turning great early-game potential into a slow, dull grind. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). 6 also includes new galaxy shapes to explore, new story events, a new. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Stellaris. So my. Armor reduces damage by a set percent. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. As of 3. 85 -1 = 1. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. it all depends on what you're going to be fighting. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. These are also stack. kinetic, explosive), which would make for a more engaging system. That does not mean they. Doing some tests against the contingency. That is what the anomaly says. Doing some tests against the contingency. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. When it comes to hard countering something (such as the. −5% accuracy. Go to Stellaris r/Stellaris. Ideal for intercepting, escorting, and dogfighting. 4 in to hull through armor, if shield penetration, in to hull through shield. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. 100% shield penetration, 100% armor penetration. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. I haven't played in almost a year. It gives +100% to both shield and armor penetration. 2. Stellaris fleet getting destroyed. shadowtheimpure. Fighters - 2. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. It's a great mode for Stellaris. Unfortunately battleships can't equip torpedoes or you'd be perfect. Go to Stellaris r/Stellaris. 概述. For example the ancient laster (Cavitation Collapser), resembles normal lasers. This is represented in Stellaris by 'penetration'. A new UI interface is made for mod. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Callinicus. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". It then gets divided by 4, presumably to make it the type of number Paradox. Then you would have a trade-off between more regen or more shield health. . Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 5. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. And only 12. hardening * total. Shields are probably the better option, since stacking armor on small ships is futile. Shorter reload times, higher movement speeds, but lacks shield penetration. I tried everything, strikecraft, artillery, energy weapons, etc. Ironically, there is an advanced armor option known as Dragonscale Armor. It basically boils down to the armour penetration, shield penetration and hull effectiveness. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. Fun fact. , stuff with %100 Shield Penetration and %100 Armor Penetration. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. Jun 15, 2019 @ 11:18pm "penetration" #1. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 0 (当前最新版本:3. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Disruptors are just annoying. Penetration would seem to need a much more focused, clean. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. Shahadem Jul 7, 2017 @ 5:14am. I'm not a fan of this new type of ship parameter. 01 ship_armor_damage_mult = 0. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. Frop. Apart from point defense. So if you got shield hardener, then 25% is dealt to shield. Now say, 30% shield hardening cuts Disruptor damage by a third. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. While Stellaris’ 4X-flavored. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Stellaris Real-time strategy Strategy video game Gaming. −20% armor penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Beam. But it also penetrates armor by 50%. 概述. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 6 update. Radiation Shielding - Increased ship shield strength 8. But it also penetrates armor by 50%. Supremacy Adoption - Naval Cap +20%, Ship Upkeep -10% Supremacy Finisher - +5% Shield and Armor Penetration Supremacy #1 - Ship Speed +10%, Command Limit +25% Supremacy #2 - Unchanged Supremacy #3 - Unchanged Supremacy #4 - +25% Damage vs Default Countries, -15% War Exhaustion Supremacy #5 - +20%. Small. It's pretty noticeable in a fight 1 vs. If they fire on ship without shield, it deal same damage, as if it fly through shield. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Yes. A new Stellaris update 3. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. 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. All Discussions. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 420K subscribers in the Stellaris community. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. This is the first game of Stellaris I've played, so far. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Particular_Jicama_97. But next I found out "penetration shield 50%" and realized, that this is something wrong. Arc Emitters also have partial shield penetration. Paradox strategy games have a habit of layering complexity so thick that I often don’t discover really useful mechanics until 10, 20, 50, or even 100 hours in. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). that this isn't a bad thing. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. If you can, research more advanced. Side bonus of 80% shield hardening and 400 extra armor and shields. Driller drones have some problems, but are awesome in no shield systems. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. It basically boils down to the armour penetration, shield penetration and hull effectiveness. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. The entire 'disruptor' line is a noob trap. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 2 Fabrication Habitats. 6. Stellaris Wiki Active Wikis. According to the official Stellaris 3. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). A quick search reveals that shield hardening apparently stacks. Modifier Effects. Penetration means it completely avoids the health bar and will directly damage the underlying bar. The weapons the Unbidden use have 50% shield penetration. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 1- They spawned really close and the endgame crisis didnt even take 2 years. Proton. The weapons the Unbidden use have 50% shield penetration. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing:. All Discussions. 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. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Yes. 2 armor for every 1 shield. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It'd be a considerable hard counter. shields, lower dps compared to kinetics). Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Fighters - 2. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). First destroyer fleet lost 19 ships and the remaining hull was 40. Vulnerable to kinetic weapons. Jun 15, 2019 @. In terms of armor/shield balance, I find a 2:1 ratio works best. But next I found out "penetration shield 50%" and realized, that this is something wrong. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Large. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. The entire 'disruptor' line is a noob trap. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. Probably ~ the same usefulness as Tachyon Beams. 5 days. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). So the damage per second for each weapon is the same. 33% reduction, it's 33. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. Go to Stellaris r/Stellaris. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. −5% accuracy.