Stellaris shield penetration. 1 titan - basically the same as battleship setup. Stellaris shield penetration

 
 1 titan - basically the same as battleship setupStellaris shield penetration 14 votes, 10 comments

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. Xaphnir. 67. This article is for the PC version of Stellaris only. Penetration my friend. 100% Shield penetration = Ignores shields (no damage at all to shields). A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. I've had trouble figuring this out exactly, but this is what it looks like. 装甲 ( Armor )是舰船的直接减伤防护层,能够在结算伤害时先于船体值承受伤害,从而保护舰船。. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Just don't expect much from Corvette shields. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. Proton. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. Generally speaking you also want to choose either kinetic, missile or. 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. Contents. 34. HerewardTheWayk • 1 hr. Well I guess we could go through process of elimination . The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. (Except for the shield debuff). 27 votes, 31 comments. You extinct anything before they get too close. In this video I explore the effe. shields, lower dps compared to kinetics). 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. The ship cannot take damage for a whole 10 days before it regens. Related Topics. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. (which does not seem to happen in Stellaris). 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. It then gets divided by 4, presumably to make it the type of number Paradox. Have Psionic Shields be non-bypassable. −5% accuracy. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Missiles have 100% shield penetration like fighters. There's no difference in Shield penetration and ignore shields. 67. Stellaris. Driller drones have some problems, but are awesome in no shield systems. They are more hp than shields. 30 per day/tick). For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. 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. 5 days. 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. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. 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. Spectrum Cycle - Increased ship sensor range 9. So what does that really mean? Does that mean it bypasses my shields and. I tried everything, strikecraft, artillery, energy weapons, etc. ago. 2 Mining Habitats. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. 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. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. A new Stellaris update 3. A new UI interface is made for mod. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. 8) melt. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. I tried everything, strikecraft, artillery, energy weapons, etc. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Each transport fleet consist of 20 Android Assault Army and do not have a general. They do explosive damage. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Stellaris. Stellaris. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. . An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. I've had trouble figuring this out exactly, but this is what it looks like. , stuff with %100 Shield Penetration and %100 Armor Penetration. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. The shield hardening components kind of revive the shields back to their older glory. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Go to Stellaris r/Stellaris. 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). #4. 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. Cool. Hello everybody. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 13. 1 comment. The weapons the Unbidden use have 50% shield penetration. 80% damage against armor. Forty battleships have been equipped with. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. Yes, but that doesn't matter too much. If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. 概述. hard shields that limit shield penetration, etc . 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Stellaris > General Discussions > Topic Details. Its DPS is 4. ship_armor_add = adding an amount of armor . 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. Stellaris. Hull, that once depleted, destroys ship. −5% accuracy. g, 100% penetration vs 75% hardening means 25% of the damage goes through. this gives you a lot more time to defeat the portal. It lacks the bonus to hull damage lasers have. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. 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). Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Taking any damage at all will reset this timer. 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). Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Who knows how many galactic cycles it had been in place before it. Doing some tests against the contingency. That's a 1:1 ratio, which means (relatively speaking) defense. 420K subscribers in the Stellaris community. Yes, but that doesn't matter too much. reduction modifiers divide an amount of a resource or attribute by a set amount. When you have a shield hardener, they are practically not working from suspenion shields. Each variant is in its own fleet so I can track damage. shadowtheimpure. For one of those fleets, I’ll stack in the debuff auras too. 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). You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1 Graphics; 2 Ship Sizes. All of it is quite nice, but extreamally flat (tho, shields should not be fully. 5. Disruptor = 100% Shield penetration. 3. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Torpedo = 100% 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 down to destroy the enemy. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 6 update. 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. 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 damage against. This article is for the PC version of Stellaris only. 1. Go to Stellaris r/Stellaris. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Stellaris Real-time strategy Strategy video game Gaming. You can still call it penetration. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Hull, that once depleted, destroys ship. < > Showing 1-5 of 5 comments . In general, vs Kinetics, Disruptors, strike craft and trops. ago. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. 6. 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. 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. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). it all depends on what you're going to be fighting. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. ago. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Failing that, Energy torpedos, or your highest tier torpedo. Hull - 125% of 'normal' damage for as long as it lasts. Honestly shield penetration and armor penetration is pretty amazing. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Particular_Jicama_97. 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. Slap on 3 afterburners. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Shields can be stacked higher than armour. 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. The differences between the weapons are much more nuanced. Auto-best is not good, it frequently makes completely nonsensical design decisions. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. Callinicus. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. The shield hardening components kind of revive the shields back to their older glory. 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). 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. 6 also includes new galaxy shapes to explore, new story events, a new. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. My fleet is using 31 of those battleships. 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. add modifiers add/substracts a set amount of a resource or attribute to a scope. It's the perfect weapon. more of the planet states, and info on the ships. Shield damage have every gun +100%, which mean 1:1, except ↓. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. At which point it still doesnt offer enough to be valueable. maybe some space fauna or raiders come and lower one, and the other one kills it. Dr_Bombinator • 6 yr. Yes. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. Not only were more slots available, but as the highest combat strength available there was a bias towards them, even as the missile rework to s-slot missiles meant earlier and more shield-penetration weapons. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. Jun 15, 2019 @. Honestly shield penetration and armor penetration is pretty amazing. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. So, half of the damage they do will be harming your hull even before your shields drop. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 8-15. Go to Stellaris r/Stellaris. hardening * total. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. 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. 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. These are also stack. Bolt. Consumes power. If a hot border can be anticipated, I go for a Bastion Habitat. Each transport fleet consist of 20 Android Assault Army and do not have a general. Since my BB has 84. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. I could use a little help. Second destroyer fleet lost 23 ships and the remaining hull was 44%. You can beat anything because Stellaris is not hard. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. The differences between the weapons are much more nuanced. 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 Wiki Active Wikis. Jun 15, 2019 @ 11:18pm "penetration" #1. Since you use all your physics research on shield repeatables, year after year after year, you easily get really high shield values - and coupled with 2 or 3 advanced shield hardeners and a Genius Armourer admiral on the council, the AI will have to beat down your enormous shields to kill each battleship even if they are kitted out with 100%. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. So using them is a safe bet. Plus mining habitats around every planet with gas, motes or crystals. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 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. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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. Using the Shroud. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. And so is born the fleet of the 170 torpvettes. 1 titan - basically the same as battleship setup. 8) melt. Penetration would seem to need a much more focused, clean. 45% shield penetration. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. Stellaris: Shield Hardeners - You must use them. It's pretty noticeable in a fight 1 vs. 100% shield penetration, 100% armor penetration. 2 Forge Habitats. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. You starting weapons should make up the backbone of your fleet throughout the entire game. 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. Stellaris Real-time strategy Strategy video game Gaming. 1- They spawned really far and holy fuck so much micro. Stellaris. ago. 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. 6. some weapons have armor/shield penetration so they ignore it. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. And only 12. Weapons: 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. 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). 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. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. " 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. 2x damage against corvettes and frigates, 3x damage against destroyers, 5x damage against cruisers, 9x damage against battleships. Against something like. E. One thing i have noticed though is that Shield Regeneration pretty. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. All Discussions. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 6 update. 1- They spawned really far and holy fuck so much micro. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). Particular_Jicama_97. enemy leans much more torwards battle ships and. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 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%. 25 days. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. . 50, vs Gamma lasers at 6. Stellaris Galaxy Command Wiki is a FANDOM Games Community. 1 comment. If the enemy has no shield penetration, then shield hardening does nothing. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Bolt. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. 04 0. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. When it comes to hard countering something (such as the. 420K subscribers in the Stellaris community. A crisis is an event that threatens the entire galaxy and all life within it. 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. . they probably will die at some point. There's no difference in Shield penetration and ignore shields. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. IPWIW. However, evasion is the best defence on non-battleships. In late game battleships, you have a similar effect, just the other way around. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 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. 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. 5 Starship Shield Penetration. Railguns with 30% bonus to shields and 50% armor penetration are perfect. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 27 dps. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. 8-15. 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. 14 0. Arc Emitters also have partial shield penetration. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. ajanymous2. But it does miss, turning great early-game potential into a slow, dull grind. 6 is now available on PC. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. Production Revolution. 8%. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Unfortunately battleships can't equip torpedoes or you'd be perfect. Disruptors are just annoying. 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. 25-30K with plasma and armor piercing things (like torpedoes). 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. I haven't played in almost a year. 7% reduction against medium plasma. Ideal for intercepting, escorting, and dogfighting. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. 27 dps. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. In terms of armor/shield balance, I find a 2:1 ratio works best. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Advanced shields require Strategic Resource to make. 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. some weapons have armor/shield penetration so they ignore it. 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. These are also stack. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. Auto-best is not good, it frequently makes completely nonsensical design decisions. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). is it ideal, who knows, is it perfect, i doubt it but it works for me. - No Armor Penetration - Lowest Base Damage. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. This page is about modding of Ships, Sections and Components. However, it looks like that at some point between then and now weapons were changed considerably. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. In case of. wpmaura. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too.