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. 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. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. 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). All Discussions. Small. + Constantly blocks a number of damage per unit of time. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Only larger weapons, medium and Large types get a small increase to armor penetration. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. If any other. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Jun 15, 2019 @ 11:18pm "penetration" #1. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. E. It lacks the bonus to hull damage lasers have. It's pretty noticeable in a fight 1 vs. 100% shield penetration, 100% armor penetration. it all depends on what you're going to be fighting. . Stellaris. But that isn't something I expect to happen, as. Related Topics. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. They are very good. Unfortunately battleships can't equip torpedoes or you'd be perfect. Diversify. Shield damage have every gun +100%, which mean 1:1, except ↓. Side bonus of 80% shield hardening and 400 extra armor and shields. All Discussions. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Point defense need variety in stellaris. 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. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. ship_armor_add = adding an amount of armor . In addition to that, explosives tend to have Penetration. In earlier versions of Stellaris, I had to research both kinetic and energy. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Stellaris. IPWIW. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. I tried everything, strikecraft, artillery, energy weapons, etc. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If I have a weapon that says it causes 125% hull damage and 100% shield penetration, that means it will need to chew through the armor at a normal rate, correct? Shields - would be bypassed. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. And it's absolutely nonsense to use a lot of shield strength (cruiser. • 1 yr. IPWIW. And only 12. 5 days. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. This article is for the PC version of Stellaris only. That does not mean they. They do explosive damage. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. As of 3. Probably ~ the same usefulness as Tachyon Beams. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. 8) melt. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. 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. 45% shield penetration. There's about a 10 day delay though. Consumes power. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. “虚空恶魔”应当是早期版本的误称。. I haven't played in almost a year. 2 fleets. All Discussions. However, it looks like that at some point between then and now weapons were changed considerably. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 8) melt. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Shield Penetration is stupid . Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. g, 100% penetration vs 75% hardening means 25% of the damage goes through. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. 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. 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. Jump to latest Follow Reply. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. Advanced shields require Strategic Resource to make. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. This is represented in Stellaris by 'penetration'. Compare with Marauders : +25% hull damage, 20 dps. This page is about modding of Ships, Sections and Components. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. You can beat anything because Stellaris is not hard. hardening * total. 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. Go to Stellaris r/Stellaris. 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. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 04 0. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. 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). However, it looks like that at some point between then and now weapons were changed considerably. Auto-best is not good, it frequently makes completely nonsensical design decisions. 2 Mining Habitats. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Shahadem Jul 7, 2017 @ 5:14am. Just imagine it exploding outwards and back on the superweapon. 67. It lacks the bonus to hull damage lasers have. 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. And it's absolutely nonsense to use a lot of shield strength (cruiser. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. 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). The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. So, half of the damage they do will be harming your hull even before your shields drop. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. However I would also like to make clear that the mechanics of. To top it off, the time loop had become destabilized over an extremely long time. Only larger weapons, medium and Large types get a small increase to armor penetration. One thing i have noticed though is that Shield Regeneration pretty. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. But good lord do those eat power. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. 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. In addition to that, explosives tend to have Penetration. Computer system. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. Compare with Marauders : +25% hull damage, 20 dps. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 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. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). The weapons the Unbidden use have 50% shield penetration. Stellaris. " 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. Torpedoes are dead. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. 7% reduction against medium plasma. I ragequited after the battle, and than reloaded the save. 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. 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. • 1 yr. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. 8%. 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. -Missiles stay as they are. Failing that, Energy torpedos, or your highest tier torpedo. Each transport fleet consist of 20 Android Assault Army and do not have a general. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Zabu Jun 26, 2016 @ 12:09pm. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. My fleet is using 31 of those battleships. • 1 yr. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. 9%. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. Stellaris. Shields are probably the better option, since stacking armor on small ships is futile. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 15. In this video I explore the effe. All of it is quite nice, but extreamally flat (tho, shields should not be fully. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 04 0. 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. . ago. maybe some space fauna or raiders come and lower one, and the other one kills it. 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. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. 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。. 34. Beam. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Now say, 30% shield hardening cuts Disruptor damage by a third. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. Fighters - 2. That’s 17. 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. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. In general, vs Kinetics, Disruptors, strike craft and trops. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Wooden-Many-8509 • 22 min. - No Armor Penetration - Lowest Base Damage. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Depends on who you're fighting. 13. 索林原虫的出现不需要任何先决条件。. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. 9 (played a couple more in older versions). 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. It's pretty noticeable in a fight 1 vs. 34 comments. 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). Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Fun fact. If they are still useless, a mix of shield stripping and anti armor weapons will be better. I do full penetration armaments for the titans and battleships. 6 also includes new galaxy shapes to explore, new story events, a new. That's physics. • 2 yr. It then gets divided by 4, presumably to make it the type of number Paradox wants. Radiation Shielding - Increased ship shield strength 8. Stellaris. −20% armor penetration. 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. Forty battleships have been equipped with. In addition to that, explosives tend to have Penetration. 8-15. Just don't expect much from Corvette shields. But if some torpedoes do get by, I wonder what is the. 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. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. 80% damage pierce. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. Still you want to go shield heavy and shield capacitors. 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. 420K subscribers in the Stellaris community. Time to bring out the torpedos. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 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. So my. BTW, this is modded. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. I'm talking things like Focused Arc Emitter, Cloud Flare etc. 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). As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. Lower DPS than Tachyon Beams but RNG damage range. ago. 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. But next I found out "penetration shield 50%" and realized, that this is something wrong. - Shield upgrade (like the current tech) etc. -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. 45% shield penetration. As time of writing (patch 3. 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. 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). To combat this, you’ll need to. These are also stack. Auto-best is not good, it frequently makes completely nonsensical design decisions. The Shroud. In the original release version of the game I reliably went with energy weapons and was happy with the results. That’s 17. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Apart from this, Stellaris patch 3. 100% Shield penetration = Ignores shields (no damage at all to shields). Gunships Support 6. 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. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Edit: my second guess is that it stops all shield penetration completely,. 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). reduction modifiers divide an amount of a resource or attribute by a set amount. Advanced shields require Strategic Resource to make. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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). Plus mining habitats around every planet with gas, motes or crystals. It gives +100% to both shield and armor penetration. But it also penetrates armor by 50%. I highly recommend it if you haven't played it. Even a full point defence fleet would be unable to stop this many missiles. Stellaris > Discussions générales > Détails du sujet. 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). Preferably from far away :p. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. I'm not a fan of this new type of ship parameter. Shorter reload times, higher movement speeds, but lacks shield penetration. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. Have Psionic Shields be non-bypassable. Large Auto is range 30 as well of course, but. Its DPS is 4. They should give these a boost to 100% accuracy and possibly a % of shield penetration. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. 67. Stellaris Real-time strategy Strategy video game Gaming. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Graphical effect for the planetary shield generator. 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. Please can you remove Shield and Armour penetration from the base game. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). The entire 'disruptor' line is a noob trap. But it also penetrates armor by 50%. 5. Check Out This Mod. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. In the original release version of the game I reliably went with energy weapons and was happy with the results. They sound better than they really are, for which I am thankful. 27 dps. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Slap on 3 afterburners. 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. Stellaris. #2. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. :- ( (building a new fleet is much. 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). And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. 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. 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. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. 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. The field cannot be removed by any means, with the. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. Even a full point defence fleet would be unable to stop this many missiles. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 5. Corvettes with high evasion are really good too, and you should have those anyway. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 概述. But Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. Armor hardening is better and easier to get than shield hardening. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. That’s how badly hardening gimps penetration weapons. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Each transport fleet consist of 20 Android Assault Army and do not have a general. Penetration would seem to need a much more focused, clean. Viral Cascade - Increased ship shield penetration and evasion 10. In this video I explore the effe. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Or shield and some armor plus the crystal plate. 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. 5 Starship Shield Penetration. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. Spectrum Cycle - Increased ship sensor range 9. Jun 15, 2019 @. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. I've had trouble figuring this out exactly, but this is what it looks like. Yes. Reply. Weapon damage hierarchy. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 2 armor for every 1 shield. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. Stellaris Real-time strategy Strategy video game Gaming. shadowtheimpure. Armor - normal, needs to be destroyed before hull damage starts. 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. Mathematically, these weapons have the. Railguns with 30% bonus to shields and 50% armor penetration are perfect. In late game battleships, you have a similar effect, just the other way around. Shield strength, against full shield penetrators, is given by. great importance to defense in tactics. is it ideal, who knows, is it perfect, i doubt it but it works for me. Yes, but that doesn't matter too much. In late game battleships, you have a similar effect, just the other way around. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Business, Economics, and Finance. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. 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. 1 Graphics; 2 Ship Sizes. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. 14 votes, 10 comments. Torpedo = 100% Shield penetration. 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。. A new UI interface is made for mod. They sound like the obvious target for point defence, but point defence ignores them. Railguns with 30% bonus to shields and 50% armor penetration are perfect. 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. If they fire on ship without shield, it deal same damage, as if it fly through shield. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. 5 Starship Shield Hardness +47. It gives +100% to both shield and armor penetration. . Destroyers- if you use them, should be built for alpha and to die. So what does that really mean? Does that mean it bypasses my shields and.