Stellaris armour hardening. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. Stellaris armour hardening

 
 I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is usingStellaris armour hardening  In singleplayer you can just mass these, the AI will never counter them

25) gets tanked instead (meaning shields take 6. This would make it very useful on fleets and starbases based in Pulsar systems as well. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. It looks like tier 5 armour is better than crystal, maybe even tier 4. *) Fix the modifier issue after the 2. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. Is crystal armour no longer good? Is it just an advantage for early game?Vote. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Lets use small weapons as an example. 8 Fleets. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. And if they have, armor is better than hull against kinetic batteries. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. Yes they stack. Carrier ai can increase that and thus can increase engagement range. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. i. 0. Generally I do full armour except on one slot, which is shield. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. And balance of anti shield and anti armour weapons set up as well. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. questionable at best. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. Interact with diverse alien races, discover strange. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. You need DLC to use this item. Stellaris. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). Legacy Wikis. Stellaris. *Archeoengineering should allow the acquisition of null-void beams. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. 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. I believe one of the fallen empires are very into disruptors. -Completely rewritten and updated for Stellaris 3. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. . 4 or 3. You can get some hardening on day 1 from Admiral traits. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. Also I think the best combination is to use armor + hull utility slots, and not using any shields. 6. Total HP = 2853 with 5. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). The. E. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Legacy Wikis. PvP is where the fleet composition you use matters a lot more I think. ) This trait gives +10% fire rate, +10% armor hardening. So I think that it would be fair to nerf all the sources rather than to remove them entirely, like some minmaxers seem to be suggesting. 2x regenerative hull tissue. I do not see a single reason why. 25 and armor takes. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. 0 unless otherwise noted. E. Lasers do 6. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Both are late game anyway so doesn't matter. 5. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. Shields are generally better for long campaigns while armor is better for that big battle. r/Stellaris • 6 mo. It is now possible to get 100% of both shield and armor hardening using councillors only. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. Man creates worst battleship in stellaris. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. ago. 6x Crystal plating - 1650 HP. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Content is available under Attribution-ShareAlike 3. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Early game of course I do the classic hangar DP, since they easily counter small ships. Armor does not reduce damage to shields. Stellaris. Current Stellaris Ship Meta (for v3. Guns are still damaging to armor, just weak against it. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. Stellaris has now only Armor and Missiles. Here are the complete notes for Stellaris 3. 1 comment. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 10. and a huge stack of armour. I prefer armor Regen and have a slight armor favoritism. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. As for the aux slots Always use the accuracy bonus. E. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Not on corvettes though. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. If you become the crisis swarming becomes possible. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 67. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. Added new aux components that use Exotic Gases, Rare. 1 comment. Nanomissiles ignore shields and armor, fire rate is 0. . Other than Armor Hardening, it's just the edict to speed up megastructure construction. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". It just misses an icon. Stellaris/commonfederation_perks. Sohei May 14, 2016 @ 7:44pm. 1. I'm not a fan of this new type of ship parameter. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Stellaris. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). The other version is "%chance to reduce any damage from penetrating at all". . The developers are meticulous with commenting their code and the Wiki pages are good references. ##### ##### VERSION 3. Stellaris does neither of these which results in the. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. Below is an example of what I found out while testing ship combat. Ignored by far more weapon types. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 64. 1 ironsasquash • 7 mo. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Torpedos now deal more damage the bigger the target. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Side bonus of 80% shield hardening and 400 extra armor and shields. WolfsunEvasion: chance to negate any damage in combat. 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". 3. gautam_jat • 6 mo. Stellaris has a rather cheap upgrade system, where its easy to switch designs. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Losing 100 Ar or 125 Sh to get 65 Hull. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. It gets shot by a 50% penetrating shot. Field Manipulation - Tier 5. 5 days. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. Below is an example of what I found out while testing ship combat. Community Hub. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). I think the drake was +10 happiness to all planets. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. It looks like tier 5 armour is better than crystal, maybe even tier 4. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. 32 to armor, 9. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. Do not leave feedback in this thread. From wiki. There's not really that much you need in terms of utility components. ago. Go to Stellaris r/Stellaris. i would say its not good since most starbases you capture in war is nearby. 8 FogeltheVogel • 7 mo. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 25 days. Guaranteed Ascension Tech 3. The reason is, because the shields are taking a lot of energy from the reactors. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Though these ship parts are too expensive to equip your entire navy with. Q1. TTundri. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. 6 is now available on PC. 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. I'll do that then ~ and thanks; the. This is separate from your Naval Capacity (shown at the top of the screen). Losing 100 Ar or 125 Sh to get 65 Hull. Idiot's Guide to 3. I personally play cooperative multiplayer and that’s the most of it. 0 - Orion #####. About this site. 6 “Orion” update includes many changes to combat. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. ago. +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. " Even at 100% armour pen it still reduces damage. In singleplayer you can just mass these, the AI will never counter them. 7% shields/day, or 250 out of 35834. Observe the full damage going through shield. 75 to armor and 6. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. Add a Comment. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. . But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. For Synthetic, your admirals would gain the Synth trait instead. It looks like tier 5 armour is better than crystal, maybe even tier 4. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. Battle ships are your heavy carriers and artillery weapons. *. Some weapons do bonus damage against armor and have armor penatration. Kranchan. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Psychics and Synthetics have 10% shield/armor hardening respectively. 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. . ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. g, 100% penetration vs 75% hardening means 25% of the damage goes through. If your post has been moved here from another thread, please re-read the thread rules and feel. Yes it's worth it. My enemy has mountains of torpedoes (no neutron launchers). Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. The other version is "%chance to reduce any damage from penetrating at all" but I. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. Now say, 30% shield hardening cuts Disruptor damage by a third. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels of. • 3 mo. So having two grants you 30% hardening. But that is only even taking into account the enemy damage types. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. I've had trouble figuring this out exactly, but this is what it looks like. Not on corvettes though. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. Small. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. csv Looks like they have potentially powerful shots but no. g, 100% penetration vs 75%. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Shield hardeners are a new defensive technology in the upcoming 3. Either don't use shields at all and go just armor, or use positioning and long range to make sure you regain shields before the enemy hits back. It is developed by Paradox Development Studio and published by Paradox. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. 1. Extra tips: + bigger gun -> bigger dmg. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. • 1 yr. . There is no better - you need to figure out what your enemy uses and try to counter it. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. • 3 mo. It makes no immersive sense. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. View this video if you w. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Related Topics. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. Try it out, it'll bypass shields. Over time they became the only remaining force that mattered with well over 100K fleet power. Now countered by armour, or by shield hardening, so best used paired with Plasma. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Inversely scale hardening module impact against hull size. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Content is available under Attribution-ShareAlike 3. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. Just what it say on the tin. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. 0. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. We’ll go over a few basic strategies to help you figure out what works for you. 50, vs Gamma lasers at 6. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. 9 that merges the various incompatible game rules and scripted triggers added by mods. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). Equip an ancient suspension field 2. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. Side bonus of 80% shield hardening and 400 extra armor and shields. Ancient Pulse Armor (and other ancient armaments) are impractical. . to enjoy the quite sizable amount of written content in Stellaris. So in a stat point of view the ascension perk is kind meh, but if you are doing a "role play" sort of game it aint bad. . #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. Perhaps if Stellaris introduced manpower, it could make things work better. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. The Stellaris 3. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. Also, shield/armor hardening could make a disruptor. Tactics Forever, before the dev put it on Steam and then gave up on it. Stellaris Real-time strategy Strategy video game Gaming. and a fair amount of sheild and armour hardening. Although, in 1. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. Large. 3 can be fit at maximum onto each Carrier Battleship, along with. I really hope they change hull regen to be daily in 1. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. Unfortunately with the new 3. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. Also, Fortify The Border edict should be greatly buffed (with military. Artillery/Carrier remains a powerful fleet design in 3. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. 100% is ideal value - as it would protect you from penalties from hull damage. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Small ships can't do it. Stellaris has always had an interest dynamic between the Tall vs Wide approach. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Also, shield/armor hardening could make a disruptor-based. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedThe current "meta" is hardening and penetrating weapons, often hardened armor. Please. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. 6 “Orion” update includes many changes to combat. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 6 and not had any issues. NagolRiverstar • 1 mo. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. " Stellaris Mods Used: Extra Ship Components 3. At which point it still doesnt offer enough to be valueable. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. #1. Discussion So which one is best based on your experience with the game so far. 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. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Its DPS is 4. About this site. Logical-Table-3530 • 2 mo. Of course you have to actually build the platforms for that to matter. Living Metal and Zro are kinda weird resources because they have very few uses. No. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. Darvin3. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Content is available under Attribution-ShareAlike 3. Are extremely powerful vs AI. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 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. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. 34. View this video if you want to see. Then I'm still waiting for mine lol. A lot of good weapons bypass shields where as only a few bypass armour. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Stellaris Wiki Active Wikis. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Armor could give you lots of hit points, doesn't use power, but reduces evasion. 85 and they have 100 range, they're basically long range disruptors. 1x shield capacitor. This would make it very useful on fleets and starbases based in Pulsar systems as well. (Mind, I'm not actually sure if this would preserve the clone army trait. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 6 "Orion" open beta. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Archeotech Makes Juggernauts Waaaaaaay More Tanky.