That's the most common clear command. E. Stellaris is a sci-fi grand strategy game set 200 years into the future. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. Explosive Missiles Balanced MK 1 Concussion Missile. If it's the Disruptor then they're going to get a lot more dangerous overnight, and Hardening may become vastly more important. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Negative shield negation adds to your shield value after all other calculations. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. The wiki doesn't say anything about them having point defense. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. I think that crisis, FE, AE, leviathans should have hardening. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. Cool. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Why the techs. The Stellaris 3. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. 67. 5 Q3. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak. Not on corvettes though. I've played quite a few games but never noticed minor artifacts before. Shield capacitor gives +10% for more shield (2x repeatables) vs. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. As you get so much boosts to food, mineral and energy production, their boosting traits are not worth as much, except as job weights. 1x shield capacitor. 6 ORION: Leader Balancing. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Its not oppression. invol713 • 5 yr. Since there are a lot more weapons that penetrate shields, shield hardening is more generally useful in theory - but shields are pretty weak at the moment, so that's not really true in practice. Made this for my own use, so don't expect any big features or updates. Tactics Forever, before the dev put it on Steam and then gave up on it. I spent a few hours last night searching around the sub and only found info I believe to be outdated or just didn't work for me. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 25 days. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. 5 days. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. Well, this is that. Yes it's worth it. With the 2. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Side bonus of 80% shield hardening and 400 extra armor and shields. The wiki doesn't say anything about them having point defense. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 1 daily regen (2. Upload AttachmentEDIT: the philosophy this is based on is pre-3. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Deselect it. For individual ship designs, I set a theme for each one. Keep an eye on the khan strength relative to still-free empires and observe how easily they win their battles. Instead of trying to undermine battleships in Stellaris, which seems to be the case as they are being nerfed in multiple ways - there now isn't even a good anti-armor artillery weapon anymore (sure, neutron launchers were outrageous,. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. I also think there's no reason for it to not just stack with the planetary building like all the other orbital equivalent buildings. 7k a piece. So after playing around for a while with different setups I found that shields + Shield capacitor is stronger in most situations than either armor or armor + shield builds. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Stellaris. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Best. Shield nullification. If the target has shield hardening, they still work together to beat the shields first. What I want in a fleet is good firepower, while having a high survival rate. 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. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Description. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Thank You! I thought it was a. events. , if you look at the damage taken by shields and it's got a line for Focused Arc Emitters. If your FAEs/disruptors/etc. I get this idea that cruisers are smaller battleships and are ditched the second you get battleships. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. last week. Just what it say on the tin. And that's pretty much only cruisers and battleships in carrier duty. Much more likely to get declared war on since, again, the AI thinks your fleets are much less dangerous than they actually are. +10% evasion (and 20% sublight speed). Don't forget to turn. Below is an example of what I found out while testing ship combat. > Special weapon types' turrets, Component Progression and Global Ship Designs overwrite submods are yet to be updated. Other than Armor Hardening, it's just the edict to speed up megastructure construction. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. invol713 • 5 yr. 100% is overkill and make bypass weapon useless, but there should be incentive for player to not going for bypass as a no brainer. ReplySince there's very few ways to increase hull HP directly, disruptor weapons are pretty hard to counter without spending valuable slots on shield/armor hardening (to catch some of that damage that would normally bypass) or a lot of crystal plating for hull HP. Stellaris. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. 2x Crystal plating (hull HP booster) - 550 HP. It's a great mode for Stellaris. I wonder how good would it be against missile swarm cruiser spam. But it also penetrates armor by 50%. But the opposite will be better in all other situations, and there are more of those than pulsars. Nov 16, 2023PitiRR. . That’s 17. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Time to load it up with armor and plasma! 12. It wasn't a best defense available, it was breaking targeting script so instead of killing ships it was spreading damage all around. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up. Do not leave feedback in this thread. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The only place where I can see myself choosing shields instead of (even more) armor is when you can get 3 shield hardening aux slots to back them up. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Stellaris > General Discussions > Topic Details. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. The Stellaris 3. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. A new Stellaris update 3. Stellaris Wiki. Don't forget to turn. and there is no way to bring them back. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 6 “Orion” update includes many changes to combat. I will make sure to explain this a bit better when its time. If I get most of my Leaders to have the same traits will the effect stack? like genius Armour increases shield hardening by 20% if I have 3 Different leaders with this trait will all my ships have 60% shield hardening 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Be prepared to make your moves once the Khanate fails…. 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. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield hit points), but also gives each defensive platform +25% shield hardening (and +25% shield hit points)! And there's a new shield-alternative, the Ancient Suspension Field. No. Instead of making a one-off attack, though, they stick around, firing every so often at their targets. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!Go to Stellaris r/Stellaris. It lacks the bonus to hull damage lasers have. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. I went the Evolutionary Mastery route this game (I know everyone says it's inferior, but I have fun with it and specializing pops, especially when I have slaves), I got the alien box event which gave me limited regeneration, AND I found the artifact. The Stellaris 3. It matters more with shields. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. g. :- ( (building a new fleet is much. Also, shield/armor hardening could make a disruptor-based. 6 “Orion” update includes many changes to combat. g. The Stellaris 3. It gets deleted when the colossus is used. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Oct 14,. Its DPS is 4. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Eventually became the last bastion of freedom in the galaxy and was struggling to hold back the hoard when the Khan suddenly died of disease. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. Upload Attachment EDIT: the philosophy this is based on is pre-3. 6 beta for Extra Ship Components:. 30% armor hardening on top cuts it by another third. 75% hardening all shield targets stop arc pretty well. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Stellaris ship design is certainly more interesting than it was pre-3. Relic fighters **melt** corvettes and woe to any corvette that puts on shield hardening when the swarm missiles come knocking Relic Lasers can wreck through heavy armored ships that the AI uses, however i never bothered to slot. Battle ships are your heavy carriers and artillery weapons. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. Zro is also used for the Advanced Shield Hardener, and psi-phase field generator. Just had a random thought here. It lets me go all-in on shield repeatables and shield slots, without worrying. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield points to them. Hello, i wonder what "+% armor penetration" realy does. MuffinFIN • 5 yr. Patch 19-03-2023. There is also shield and armour hardening to consider. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Best. I don't know what the fuck beats a Juggernaut with 100% shield hardening. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. Meaning you can get 100% hardening on a large ship, pretty easily. . Shield hardening was extremely useful in my last game (mostly against the Scourge). Cons: Absolutely terrible against the Prethoryn, but if you get those you can easily switch to lasers, plasma, tachyon lances, neutron launchers etc since energy repeatables are for those too. Zro is also used for Psionic Shields - effectively T7 shielding. Depends on who you're fighting. Go to the situation log and look for a google maps type blip in the top right corner. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Open cheat menu, type debugtooltip (or debug_tooltip can't remember), open your empire screen and hover over the name. check for hard to come by materials in your ships builds as the top teir shield and armor hardening uses living metal or zro what not all games will allow you the chance to posses also the raretech autocannons from taking down the collecter bot uses nanites again also hard to come by mats and if you like a lot of. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. hardening * total. The end of my last game i had 550. Generally you should mount a higher ratio of armour anyway. 5 to hull, 18. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Refire rate and general stats have been adjusted. And Unbidden anchors now give their ships shield hardening and boost shield regen. #23,663. It won't be that bad in 2. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 2 thirds armour 1 third shield. As for the reactive armor, yes the hardening modifiers stack. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. Never had the Great Khan unite the galaxy before. #7. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. ago. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Mar 29 @ 11:36am Minor Artifacts So I just got a notice I've got 3000/3000 minor artifacts. Similar argument applies to, e. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Go to Stellaris r/Stellaris. The Stellaris 3. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. My enemy has mountains of torpedoes (no neutron launchers). but I can count on 1 hand the number of times in my 2500+ hour Stellaris "career" the AI had the brains to do that. Stellaris Wiki Active Wikis. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Cruisers are around 5. g. . • 2 yr. 6 also includes new galaxy shapes to explore, new story events, a new. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. If you go into a system with shield negation, you average them out for the value of your shield. In addition, while most M weapons are 2x and L 4x the damage. A quick search reveals that shield hardening apparently stacks. So if you got shield hardener, then 25% is dealt to shield. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. 6, but I feel like one thing would make it a lot better: meaningful power management decisions. How a nation becomes and is powerful can be done in a variety of ways. But only occurs during combat if you have shield capacitors installed. Destroyers are only good at. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Equip an ancient suspension field 2. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. There are also orbital farms in starbases and trade. . Decreased the base damage of explosive torpedoes. Discussion So which one is best based on your experience with the game so far. Just what it say on the tin. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. This means it now has 90-50=40% as the penetration just subtracts armor percentage. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on my ship designer under shields. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. The Stellaris 3. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). It is also used for the Nanite Repair System Auxiliary slot - which is over twice as good. E. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. and with the introduction of armor and shield hardening it's just not effective. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). That’s just some basics on it, but your best bet is gonna be mixed fleets of a bunch of each ship thpe. That's probably because you're in a system with a. So having two grants you 30% hardening. armor an shield hardening definitely help ship survival vs missiles and disruptors. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. No AI will grasp this completely. I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps counter. 75 to armor and 6. ago. E. Recently I decided to pick it up again. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. L gates are different though and they can still enter from the closest I gate into the cluster and go through your L GATE gateway. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. #1. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. A quick search reveals that shield hardening apparently stacks. Besides, shield/ hull regen don't seem to be much use on a corvette- if it's being targeted odds of it surviving a day are probably slim. Most of my games last about two days. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. 25k health and 12% evasion. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. Below is an example of what I found out while testing ship combat. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Their faces are melting so lovely and the screams music to my ears. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). 1 comment. That’s how badly hardening gimps penetration weapons. E. All neutral or friendlies share gateways access. Even those provided by Pulse Armor. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. You can send your ships to vassal ports if you. Three grants 45%Stellaris Real-time strategy Strategy video game Gaming. 1 comment. Rogue servitors my friend, rogue servitors. Modding it back in is easy enough, but i guess PDX were concerned about how fast shields recharge once it's enabled. Didn't new armour/shield hardening kill them?. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Observe the full damage going through shield. They have their own weapons they fire. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Further, at these levels of Shield Hardening your shield HP is basically added to your Armor HP with respect to Missiles and Fighters and is very functional as an anti-Torpedo measure since it offsets the bonus damage to armor of Torpedos. Later i tried picket cruiser with hardeners. 0 “Orion”. It is developed by Paradox Development Studio and published by Paradox Interactive. oppressive ways of gathering food. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. NagolRiverstar • 1 mo. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. I like shattered ring. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. - Update for Stellaris version 3. That’s how badly hardening gimps penetration weapons. Are they there but hidden?Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. My ships slots are half armor, 25% crystal, 25% shields. Their ships are primarily shield based, with no/minimal armour and hull. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. As accidental fly into a pulsar system means if you have the other way you get wrecked. Now say, 30% shield hardening cuts Disruptor damage by a third. Rule 5: After a robot empire defeated a biological empire in a war, I wanted to see what exactly they. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 1 jump drive range to ships in the system. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". ago. Just had a random thought here. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. nAnd they got a hidden damage multiplier of shipsize+1. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. Those Khans are notoriously sickly. Should say something like "track all projects". For downside traits, Unruly and Deviants are the best. . 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. Please don't talk to me about hardening. #2. Steps to reproduce the issue. A fleet of artillery battleships with max shields and shield hardening, do these two jobs well. Cloud lightning battleships are really cheap to build for what they do, so they'll perform well according to the "performance vs alloy cost" metric. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare. Living Metal and Zro are kinda weird resources because they have very few uses. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. For downside traits, Unruly and Deviants are the best. Q2. As probably most of you know. Mining lasers are now classified as Brawling weapons. This will not only help balance armor vs shields. Still, it does help shield-based fleets to harden against strike craft; I'm not sure if armor-heavy fleets, though taking bonus damage from strike craft in armor, would want to. Stellaris 2. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Tactics Forever, before the dev put it on Steam and then gave up on it. Added new. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. 7% shields/day, or 250 out of 35834. And it gets better: With Archaeo-Engineers AP, all archaeotech. I don't know why it would be small, other than your resolution setting being set to an absurdly high number, but there is a UI scaling option in the menu that might fix this (if it doesn't, lower your resolution maybe?). 30% armor hardening on top cuts it by another third. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. There's no difference in Shield penetration and ignore shields. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Promethian Mar 12, 2019 @ 7:28pm. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Meaning you can get 100% hardening on a large ship, pretty easily. Sentient livestock is still just livestock. Stellaris. Generally I find an even split between shield and armor components to be most effective, favoring armor in case of odd numbers, and toss in a shield hardener on cruisers or larger.