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. 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). I think the drake was +10 happiness to all planets. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. " Even at 100% armour pen it still reduces damage. 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. 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. 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. *Archeoengineering should allow the acquisition of null-void beams. ##### ##### VERSION 3. Below is an example of what I found out while testing ship combat. *. gautam_jat • 6 mo. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Extra tips: + bigger gun -> bigger dmg. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 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. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. 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. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. 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. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Q2. ago. But competitive Stellaris, is complete toss. Sohei May 14, 2016 @ 7:44pm. Community Hub. You can get some hardening on day 1 from Admiral traits. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Add a Comment. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 1. 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. Some weapons do bonus damage against shields. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. 3. I've put about 100-150 hours into the game but have been slacking. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. . Go to Stellaris r/Stellaris. Added new aux components that use Exotic Gases, Rare. Shield hardeners are a new defensive technology in the upcoming 3. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. I do not see a single reason why. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. The ship components look nice and ll but in the end you have weaker ships. ago. PvP is where the fleet composition you use matters a lot more I think. • 3 mo. The downside if that they use power and missiles/torpedo bypass them entirely. Stellaris Wiki Active Wikis. ago. 10. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing; Base: 70It looks like tier 5 armour is better than crystal, maybe even tier 4. 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". 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. 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. Content is available under Attribution-ShareAlike 3. Nanomissiles ignore shields and armor, fire rate is 0. ) 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. Large. gautam_jat • 6 mo. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Armor does not reduce damage to shields. It looks like tier 5 armour is better than crystal, maybe even tier 4. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. g, 100% penetration vs 75%. 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. Armor could give you lots of hit points, doesn't use power, but reduces evasion. If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. . 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. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 1x shield capacitor. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. 1 ironsasquash • 7 mo. to enjoy the quite sizable amount of written content in Stellaris. Artillery/Carrier remains a powerful fleet design in 3. *) Fix the modifier issue after the 2. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. 0 unless otherwise noted. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. It makes no immersive sense. This would make it very useful on fleets and starbases based in Pulsar systems as well. 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. Inversely scale hardening module impact against hull size. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. So raw HP gives you better or same than the others, and always works. 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%. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. r/Stellaris • 6 mo. It gets shot by a 50% penetrating shot. About this site. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. 6 “Orion” update includes many changes to combat. Shields are generally better for long campaigns while armor is better for that big battle. Content is available under Attribution-ShareAlike 3. Stellaris: Suggestions. Small ships can't do it. 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. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 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. View this video if you want to see. and a fair amount of sheild and armour hardening. Not on corvettes though. I believe one of the fallen empires are very into disruptors. But it also penetrates armor by 50%. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Perhaps if Stellaris introduced manpower, it could make things work better. The. I really hope they change hull regen to be daily in 1. Not on corvettes though. Guaranteed Ascension Tech 3. 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. 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). Unfortunately with the new 3. Ancient Pulse Armor (and other ancient armaments) are impractical. 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. 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%. 8 Fleets. Current Stellaris Ship Meta (for v3. Kranchan. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. 25 and armor takes. csv Looks like they have potentially powerful shots but no. 2x regenerative hull tissue. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Just what it say on the tin. An edict to specialize in a branch of research sounds fantastic. And shields are better since you don't have to go back after every fight. Stellaris. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). #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. Apr 4, 2019 683 24. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Legacy Wikis. 34 average damage. " Stellaris Mods Used: Extra Ship Components 3. 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. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. i would say its not good since most starbases you capture in war is nearby. 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. You need DLC to use this item. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Carrier ai can increase that and thus can increase engagement range. I really don’t remember. There's not really that much you need in terms of utility components. At which point it still doesnt offer enough to be valueable. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. 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. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Idiot's Guide to 3. If you're using disruptors they also bypass armor (basically direct hull damage). The Stellaris 3. 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. 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. In singleplayer you can just mass these, the AI will never counter them. Stellaris. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. 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. I prefer armor Regen and have a slight armor favoritism. 5. . 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Observe the full damage going through shield. 0. 67. 6 "Orion" open beta. Disruptors do 4. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. 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). 25) gets tanked instead (meaning shields take 6. Although, in 1. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. . The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. 3 can be fit at maximum onto each Carrier Battleship, along with. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. Tactics Forever, before the dev put it on Steam and then gave up on it. TTundri. I'm not a fan of this new type of ship parameter. 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. Battle ships are your heavy carriers and artillery weapons. 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. Field Manipulation - Tier 5. Total HP = 2853 with 5. Also, shield/armor hardening could make a disruptor-based. 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. The other version is "%chance to reduce any damage from penetrating at all". 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. • 1 yr. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 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. 6;Mix Frigates in, that have a bit different behavioral profile. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Ironically, there is an advanced armor option known as Dragonscale Armor. 8 FogeltheVogel • 7 mo. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. 5. It looks like tier 5 armour is better than crystal, maybe even tier 4. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. There is no better - you need to figure out what your enemy uses and try to counter it. Lets use small weapons as an example. 7% shields/day, or 250 out of 35834. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. Cheaper Alloys cost than armor. My enemy has mountains of torpedoes (no neutron launchers). Darvin3. ago. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 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. 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. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. This would make it very useful on fleets and starbases based in Pulsar systems as well. The amout of armour one can put on a ship is determined by the armour rating and the percentage. 1. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. NagolRiverstar • 1 mo. 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. Wooden-Many-8509 • 22 min. 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. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. • 5 mo. 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%). Depends on who you're fighting. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. 5 days. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. This is separate from your Naval Capacity (shown at the top of the screen). Here are the complete notes for Stellaris 3. 4 or 3. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Ways to Obtain Living Metal. Just had a random thought here. This page was last edited on 7 February 2022, at 03:20. 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. 10. Though these ship parts are too expensive to equip your entire navy with. 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. A lot of good weapons bypass shields where as only a few bypass armour. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. It looks like tier 5 armour is better than crystal, maybe even tier 4. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. If your post has been moved here from another thread, please re-read the thread rules and feel. 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. WolfsunEvasion: chance to negate any damage in combat. Both are late game anyway so doesn't matter. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. 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. Living Metal and Zro are kinda weird resources because they have very few uses. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Yes it's worth it. Stellaris does neither of these which results in the. Larger ships have more. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Side bonus of 80% shield hardening and 400 extra armor and shields. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 8 FogeltheVogel • 7 mo. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. 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. Psychics and Synthetics have 10% shield/armor hardening respectively. -Completely rewritten and updated for Stellaris 3. They can kill most enemies if they uncloak right on top of the enemy. Losing 100 Ar or 125 Sh to get 65 Hull. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. 9 ‘Caelum’ Patch. Do not leave feedback in this thread. questionable at best. r/Stellaris. 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. 0. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 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. 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. TLDR; Armor is better than shields the vast majority of the time. 34. Lasers do 6. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. As for the aux slots Always use the accuracy bonus. Interact with diverse alien races, discover strange. Also, shield/armor hardening could make a disruptor. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Small. 100% is ideal value - as it would protect you from penalties from hull damage. 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. Stellaris has always had an interest dynamic between the Tall vs Wide approach. That’s how badly hardening gimps penetration weapons. I’ve only fought against normal empires so far in 3. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 0 unless otherwise noted. 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. Are extremely powerful vs AI. 1 comment. View this video if you w. Stellaris is a sci-fi grand strategy game set 200 years into the future. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. Stellaris has now only Armor and Missiles. and a huge stack of armour. . 50, vs Gamma lasers at 6. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Guns are still damaging to armor, just weak against it. 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. E. 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. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 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. 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. Discussion So which one is best based on your experience with the game so far. 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. This mod is a global compatibility patch for Stellaris 3. Please. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. 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. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. Yes they stack. 01 base, 12. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). Stellaris. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. The developers are meticulous with commenting their code and the Wiki pages are good references. 75 to armor and 6. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Stellaris/commonfederation_perks. 0 - Orion #####. Also I think the best combination is to use armor + hull utility slots, and not using any shields. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). 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. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. E. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Below is an example of what I found out while testing ship combat. Content is available under Attribution-ShareAlike 3. bonus kinetic damage or armor plating if built at a starbase with a netronium building. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. 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.