stellaris shield penetration. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. stellaris shield penetration

 
 Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemystellaris shield penetration  Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances

Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Spare_Development_64 • 1 min. Go to Stellaris r/Stellaris. In earlier versions of Stellaris, I had to research both kinetic and energy. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Cool. If a hot border can be anticipated, I go for a Bastion Habitat. 34 comments. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 概述. Jan 8, 2019. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. 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 100% needed for full armor hardening. Radiation Shielding - Increased ship shield strength 8. When it comes to hard countering something (such as the. (which does not seem to happen in Stellaris). You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. + Constantly blocks a number of damage per unit of time. Small. • 1 yr. The weapons the Unbidden use have 50% shield penetration. Frop. And only 12. In addition to that, explosives tend to have Penetration. But it also penetrates armor by 50%. EVER. Fun fact. Shahadem Jul 7, 2017 @ 5:14am. A quick search reveals that shield hardening apparently stacks. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. ParasiteX Apr 21, 2017 @ 9:12pm. 1 Basics. Relevant lines are here:Anti-Armor Bonuses. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Plasma = 100% Armour penetration. Modded stats: 50% orbital bombardment damage reduction. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. There's no difference in Shield penetration and ignore shields. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. If they fire on ship without shield, it deal same damage, as if it fly through shield. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Particular_Jicama_97. −5% accuracy. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. 09 0. For one of those fleets, I’ll stack in the debuff auras too. Missiles have 100% shield penetration like fighters. They also have 50% armor penetration, so armor will be less effective. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). hardening * total. Mathematically, these weapons have the. Edit: my second guess is that it stops all shield penetration completely, like from fighters. Shield worlds, halos, arks, all that good stuff. So using them is a safe bet. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. Hyper-focusing Trinary Arrays. Jun 15, 2019 @. Fighters - 2. If you can, research more advanced. 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. . This is the first game of Stellaris I've played, so far. 2. Armor reduces damage by a set percent. Consumes power. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Against FE ion disrupters are still better due to the shield and armor penetration and low FE health pool. . Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all. Large. 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. That's physics. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. Stellaris fleet getting destroyed. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Neither Missiles, Autocannons nor Mass Drivers get special. Go to Stellaris r/Stellaris. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. add modifiers add/substracts a set amount of a resource or attribute to a scope. So my. Still you want to go shield heavy and shield capacitors. 50, vs Gamma lasers at 6. 6 update. this gives you a lot more time to defeat the portal. maybe some space fauna or raiders come and lower one, and the other one kills it. Deflector shield SHR-1 Deflector shiel. It'd be a considerable hard counter. 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. 30 per day/tick). So two m-shields are strictly superior to one l-shield. Or shield and some armor plus the crystal plate. 2. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. That’s how badly hardening gimps penetration weapons. Shields are basically extra HP, damage to shields isn't affected by the armor stat. #4. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. 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。. I haven't played in almost a year. It gives +100% to both shield and armor penetration. Each variant is in its own fleet so I can track damage. 36%. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Penetration would seem to need a much more focused, clean. 装甲的优点在于能够. -Missiles stay as they are. Stellaris Dev Diary #312 - 3. There's no difference in Shield penetration and ignore shields. 27 dps. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Yes, but that doesn't matter too much. 64 Destroyers vs 132 Corvettes. 5. Space empire 5 had like, five different ones (that i recall):. The weapons the Unbidden use have 50% shield penetration. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. It gives +100% to both shield and armor penetration. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. Armor is still very effective at countering them than shields. I'm trying to counter enemy fleets but I'm not doing very well. 1- They spawned really far and holy fuck so much micro. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. That is what the anomaly says. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. A crisis is an event that threatens the entire galaxy and all life within it. ago. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. These are also stack. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. And so is born the fleet of the 170 torpvettes. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. This article is for the PC version of Stellaris only. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Destroyers- if you use them, should be built for alpha and to die. 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). While cloaked, ships can. Armor, that stand in a way to hull. - Gourmand in energy and is inefficient under a firepower too important. ajanymous2. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. There's about a 10 day delay though. Frop. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. The anomaly generated "shield world" is actually in a time loop. Shields can be stacked higher than armour. Large. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 1 Graphics; 2 Ship Sizes. Damage redirected to the hardened component. . Shields are probably the better option, since stacking armor on small ships is futile. In addition to that, explosives tend to have Penetration. You don't really need anti-shield ships for Unbidden. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). Failing that, Energy torpedos, or your highest tier torpedo. That's worse than 6+6=12s for a purely neutral weapon. It lacks the bonus to hull damage lasers have. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. Also, get lots of shields since the Contingency's weapons suck vs shields. Stellaris. 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. Disruptor = 100% Shield penetration. However, it looks like that at some point between then and now weapons were changed considerably. Advanced shields require Strategic Resource to make. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. 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. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. 1- They spawned really far and holy fuck so much micro. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. BTW, this is modded. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. It's pretty noticeable in a fight 1 vs. It's the perfect weapon. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). Only larger weapons, medium and Large types get a small increase to armor penetration. Slap on 3 afterburners. At which point it still doesnt offer enough to be valueable. 30% armor hardening on top cuts it by another third. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Lightning conduits have the 100% accuracy that makes them solid weapon options, Amoeba flagella are decent strikecraft and the 100% armor penetration from mining drone cutting lasers can be very useful when fighting off other space creatures in the early game since they don't. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. 420K subscribers in the Stellaris community. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. . Go to Stellaris r/Stellaris. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. That does not mean they. Check Out This Mod. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. In the original release version of the game I reliably went with energy weapons and was happy with the results. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 5 multiplier. 34. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. They are very good. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Probably ~ the same usefulness as Tachyon Beams. 1? 0. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. 1?. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. , stuff with %100 Shield Penetration and %100 Armor Penetration. ago. Contents. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Just don't expect much from Corvette shields. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I am talking entry to exit longest distance available. 420K subscribers in the Stellaris community. 45% shield penetration. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. 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。. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. 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. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. 1- They spawned really close and the endgame crisis didnt even take 2 years. Penetration my friend. The entire 'disruptor' line is a noob trap. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Its DPS is 4. Just don't expect much from Corvette shields. Cloud lightning + arc emitters + disruptors. Shield Penetration is stupid . ParasiteX Apr 21, 2017 @ 9:12pm. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Go to Stellaris r/Stellaris. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. First destroyer fleet lost 19 ships and the remaining hull was 40. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. It's a great mode for Stellaris. 14 0. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Modifier Effects. In earlier versions of the game this bonus was described as armor penetration. :- ( (building a new fleet is much. The differences between the weapons are much more nuanced. 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. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). I'd guess it's also much better against other heavily armored, lightly shielded targets. ago. Hello everybody. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. Go to Stellaris r/Stellaris. It's pretty noticeable in a fight 1 vs. 25 days. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So im making custom tech for an assimilation empire (yeah its cliche but its the Borg) as an AI empire. Stellaris. kinetic, explosive), which would make for a more engaging system. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 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). However, evasion is the best defence on non-battleships. 5 days. EVER. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Arc Emitters also have partial shield penetration. That is different than the global pacifier, which creates an impenetrable shield over the planet. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 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. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. A quick search reveals that shield hardening apparently stacks. 26. I ragequited after the battle, and than reloaded the save. Disruptors are mostly for the memes or countering certian crises. ago. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. enemy leans much more torwards battle ships and. ago. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. 7. this gives you a lot more time to defeat the portal. 30% armor hardening on top cuts it by another third. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Stellaris. 85 -1 = 1. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Add like 10+ battleships to your fleet and rip the enemy apart? I heard that the Giga Canon was the way to go, but it looks like Focused Ar. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. The field cannot be removed by any means, with the. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. Armor - normal, needs to be destroyed before hull damage starts. Ideal for intercepting, escorting, and dogfighting. I feel like all the space creature weapons have a use somewhere down the line. Armor reduces damage by a set percent. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 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. 45% shield penetration. A new Stellaris update 3. Arc emitters: 100% accuracy. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Well I guess we could go through process of elimination . They sound like the obvious target for point defence, but point defence ignores them. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 5. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. 34. 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). But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. r/Stellaris. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. they probably will die at some point. This test is about which ship does beat job against contingency. Its DPS is 4. 33% reduction, it's 33. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Armor and shields are weighted equally, while ship hull points get a 0. " 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:. . And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. some weapons have armor/shield penetration so they ignore it. Kinetics only get like +15% penetration for medium and +30% for large size.