stellaris shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. stellaris shield penetration

 
 Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS sostellaris shield penetration  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

1- They spawned really far and holy fuck so much micro. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. For the following ideas, I think that to gain these benefits, at least 2/3-3/4 of a ship's shield points should come from psionic shields. 26. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Disruptor = 100% Shield penetration. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. 100% shield penetration, 100% armor penetration. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. E. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. but the 50% shield penetration on the arc emitter might help too. Which also kinda makes sense. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Contrary to some 'popular' opinion, they are mostly garbage. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. 100% shield penetration. Stellaris. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield The Unbidden use the highest tear generators and shield, but have no armor. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. Relevant lines are here: Anti-Armor Bonuses. . Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. 14 votes, 10 comments. Does any one knows the difference? Some examples would be great. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Zabu Jun 26, 2016 @ 12:09pm. Ironically, there is an advanced armor option known as Dragonscale Armor. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Hull, that once depleted, destroys ship. Stellaris Real-time strategy Strategy video game Gaming. Lance. It'd be a considerable hard counter. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. That's physics. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. This can make cloaking a fleet a risky gambit if an empire manages. A quick search reveals that shield hardening apparently stacks. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. While it’s been possible since Utopia to. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 2 fleets. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 5 days. As time of writing (patch 3. reduction modifiers divide an amount of a resource or attribute by a set amount. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. 7. 5 multiplier. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. 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. At which point it still doesnt offer enough to be valueable. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Lower DPS than Tachyon Beams but RNG damage range. Go to Stellaris r/Stellaris. ship_armor_mult = % the ships armor amount is increased byFeatures. enemy leans much more torwards battle ships and. Compare with Marauders : +25% hull damage, 20 dps. 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. Reply. Related Topics. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Auto-best is not good, it frequently makes completely nonsensical design decisions. some weapons have armor/shield penetration so they ignore it. Shield damage have every gun +100%, which mean 1:1, except ↓. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. That's a 1:1 ratio, which means (relatively speaking) defense. Even a full point defence fleet would be unable to stop this many missiles. If they fire on ship without shield, it deal same damage, as if it fly through shield. And it's absolutely nonsense to use a lot of shield strength (cruiser. It then gets divided by 4, presumably to make it the type of number Paradox wants. 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). “虚空恶魔”应当是早期版本的误称。. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 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. A new Stellaris update 3. Yes, I'll attack the frigates yada yada. The anomaly generated "shield world" is actually in a time loop. 5. Only larger weapons, medium and Large types get a small increase to armor penetration. There's no difference in Shield. Driller drones have some problems, but are awesome in no shield systems. Damage redirected to the hardened component. Jun 15, 2019 @. 5 Starship Shield Penetration. Radiation Shielding - Increased ship shield strength 8. Honestly shield penetration and armor penetration is pretty amazing. I highly recommend it if you haven't played it. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. 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). 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。. Yes. You starting weapons should make up the backbone of your fleet throughout the entire game. In addition to that, explosives tend to have Penetration. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. All Discussions. Armor - normal, needs to be destroyed before hull damage starts. It lacks the bonus to hull damage lasers have. I tried everything, strikecraft, artillery, energy weapons, etc. 8-15. Once you. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 4 in to hull through armor, if shield penetration, in to hull through shield. Yes. If the enemy has no shield penetration, then shield hardening does nothing. 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). Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. 2 Fabrication Habitats. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 3. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. 15. Corvette Spam. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. 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. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. So, half of the damage they do will be harming your hull even before your shields drop. It then gets divided by 4, presumably to make it the type of number Paradox. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. Apart from this, Stellaris patch 3. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. I'd guess it's also much better against other heavily armored, lightly shielded targets. But it also penetrates armor by 50%. Alle Diskussionen. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It's pretty noticeable in a fight 1 vs. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. • 1 yr. 2 - 3 Generator Habitats. Time to bring out the torpedos. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Stellaris. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. 6 update. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. 6 is now available on PC. Mathematically, these weapons have the. I'm still trying to wrap my head around how Stellaris handles weapons and defense. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. This is the first game of Stellaris I've played, so far. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. #3. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Potentially best vs human opponents with point defense. 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. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 420K subscribers in the Stellaris community. You don't really need anti-shield ships for Unbidden. 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. Frop. Apart from point defense. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. The entire 'disruptor' line is a noob trap. That is different than the global pacifier, which creates an impenetrable shield over the planet. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Advanced shields require Strategic Resource to make. If you mean by penetration resistance, then yes. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. It'd be a considerable hard counter. Destroyers- if you use them, should be built for alpha and to die. . If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. HerewardTheWayk • 1 hr. Disruptors are just annoying. Shield hardeners are a new defensive technology in the upcoming 3. File size:42. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. In terms of armor/shield balance, I find a 2:1 ratio works best. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Compare with Marauders : +25% hull damage, 20 dps. 04 0. Disruptors are mostly for the memes or countering certian crises. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Its DPS is 4. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. :- ( (building a new fleet is much. For one of those fleets, I’ll stack in the debuff auras too. If you want to disable enemy shields, the saturator X weapon is the best at that job. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. 04 0. I could use a little help. It's pretty noticeable in a fight 1 vs. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. Stellaris > General Discussions > Topic Details. Well, as you know in Stellaris ships have 3 "health bars". 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. But that isn't something I expect to happen, as. Hello everybody. • 2 yr. Torpedoes are dead. 1- They spawned really far and holy fuck so much micro. Consumes power. Particular_Jicama_97. This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. Shields can be stacked higher than armour. All Discussions. Wooden-Many-8509 • 22 min. 67. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. If you can, research more advanced. Go to Stellaris r/Stellaris. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. 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. 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). The Stellaris 3. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. In Stellaris, if you lose the fight for the system, thats generally all that matter. Projectile and Missle Weapons. 8-15. Generally speaking you also want to choose either kinetic, missile or. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Driller drones have some problems, but are awesome in no shield systems. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. 1. Railguns with 30% bonus to shields and 50% armor penetration are perfect. 8%. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. So you know how if you destroy the Hull you basically destroy the entire ship. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. 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). ago. . 2. Hello everybody. They also have 50% armor penetration, so armor will be less effective. In earlier versions of the game this bonus was described as armor penetration. Check Out This Mod. (Except for the shield debuff). 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. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. Edit: my second guess is that it stops all shield penetration completely,. Who knows how many galactic cycles it had been in place before it. 6 update. Shields are probably the better option, since stacking armor on small ships is futile. Unfortunately battleships can't equip torpedoes or you'd be perfect. 15. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. But good lord do those eat power. add modifiers add/substracts a set amount of a resource or attribute to a scope. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. If the enemy has no shield penetration, then shield hardening does nothing. It's the perfect weapon. First destroyer fleet lost 19 ships and the remaining hull was 40. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. For instance, if the enemy fleet is composed of mostly battleships with low tracking L weapons, then you should build a fleet of small ships with swarm combat computers fitted with weapons like Devastator Torpedoes and. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. hardening * total. 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). Designed to achieve space superiority and enable strategic bombers to complete their assault missions. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. All Discussions. Plasma = 100% Armour penetration. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. There's no difference in Shield penetration and ignore shields. The entire 'disruptor' line is a noob trap. Proton. Shield strength, against full shield penetrators, is given by. But that isn't something I expect to happen, as. But it also penetrates armor by 50%. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Have Psionic Shields be non-bypassable. Hull - 125% of 'normal' damage for as long as it lasts. Edit: my second guess is that it stops all shield penetration completely, like from fighters. • 1 yr. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. My fleet is using 31 of those battleships. It's a great mode for Stellaris. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. All targets have no weapons. I tried everything, strikecraft, artillery, energy weapons, etc. Using the Shroud. Armor is still very effective at countering them than shields. 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. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. “虚空恶魔”应当是早期版本的误称。. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Shield damage have every gun +100%, which mean 1:1, except ↓. Torpedo = 100% Shield penetration. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 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%. Stellaris. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. Stellaris. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. They sound better than they really are, for which I am thankful. Diversify. Hello everybody. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. So my. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Stellaris. When it comes to hard countering something (such as the. If some ship does a. Shorter reload times, higher movement speeds, but lacks shield penetration. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 1 comment. Penetration would seem to need a much more focused, clean. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. hardening * total. Only larger weapons, medium and Large types get a small increase to armor penetration. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. Plasma = 100% Armour penetration. Please can you remove Shield and Armour penetration from the base game. Then you would have a trade-off between more regen or more shield health. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. shadowtheimpure. In the original release version of the game I reliably went with energy weapons and was happy with the results. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So im making custom tech for an assimilation empire (yeah its cliche but its the Borg) as an AI empire. It basically boils down to the armour penetration, shield penetration and hull effectiveness. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. " 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. Jun 15, 2019 @ 11:18pm "penetration" #1. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. But next I found out "penetration shield 50%" and realized, that this is something wrong. 1- They spawned really close and the endgame crisis didnt even take 2 years. Stellaris Real-time strategy Strategy video game Gaming. Ironically, there is an advanced armor option known as Dragonscale Armor. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). There's no difference in Shield penetration and ignore shields. Shield worlds, halos, arks, all that good stuff. ago. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. In-combat regeneration occurs but its not a significant factor. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. • 1 yr. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. . The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. 30% armor hardening on top cuts it by another third. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. IPWIW. Cloud lightning + arc emitters + disruptors. -Missiles stay as they are. Armor reduces damage by a set percent. Yes, but that doesn't matter too much. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Kinetics only get like +15% penetration for medium and +30% for large size. The below video linked when completely seen will provided the needed information. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. Slap on 3 afterburners. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Honestly shield penetration and armor penetration is pretty amazing. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. That’s 17. wpmaura. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 8) melt. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. And PD is the fighter-counter as well as the missile-counter. Armor hardening is better and easier to get than shield hardening. Just don't expect much from Corvette shields.