They are called Space Torpedoes. Shahadem Jul 7, 2017 @ 5:14am. I'm trying to counter enemy fleets but I'm not doing very well. 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. 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. 100% shield penetration. In-combat regeneration occurs but its not a significant factor. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Weapon damage hierarchy. more of the planet states, and info on the ships. So you know how if you destroy the Hull you basically destroy the entire ship. Component. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Cloud lightning + arc emitters + disruptors. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 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. 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. They sound better than they really are, for which I am thankful. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. Armor, that stand in a way to hull. Added new. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. This article is for the PC version of Stellaris only. 50, vs Gamma lasers at 6. Armor - normal, needs to be destroyed before hull damage starts. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. Time to bring out the torpedos. This article is for the PC version of Stellaris only. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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). What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. g, 100% penetration vs 75% hardening means 25% of the damage goes through. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. Stellaris. If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. I'm talking things like Focused Arc Emitter, Cloud Flare etc. hardening * total. Yes, I'll attack the frigates yada yada. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. It's pretty noticeable in a fight 1 vs. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. It basically boils down to the armour penetration, shield penetration and hull effectiveness. 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. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. If a hot border can be anticipated, I go for a Bastion Habitat. This can make cloaking a fleet a risky gambit if an empire manages. 50, vs Gamma lasers at 6. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. . From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 04 0. In late game battleships, you have a similar effect, just the other way around. Stellaris. Hello everybody. Preferably from far away :p. “虚空恶魔”应当是早期版本的误称。. Shield strength, against full shield penetrators, is given by. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Even with their bonuses, their time to kill is awful. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. 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. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. For one of those fleets, I’ll stack in the debuff auras too. Armor and shields are weighted equally, while ship hull points get a 0. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Penetration my friend. ago. When you have a shield hardener, they are practically not working from suspenion shields. 4. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. 14 votes, 10 comments. this gives you a lot more time to defeat the portal. Jan 8, 2019. The below video linked when completely seen will provided the needed information. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. −20% armor penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Doing some tests against the contingency. Unfortunately battleships can't equip torpedoes or you'd be perfect. E. 4 in to hull through armor, if shield penetration, in to hull through shield. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. 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). shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. I feel like all the space creature weapons have a use somewhere down the line. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. It makes no sense what so ever to have this. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. . Edit: my second guess is that it stops all shield penetration completely,. 2 Fabrication Habitats. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Stellaris. 5 multiplier. At which point it still doesnt offer enough to be valueable. This page is about modding of Ships, Sections and Components. 3. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Jump to latest Follow Reply. ago. 1 Graphics; 2 Ship Sizes. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. It basically boils down to the armour penetration, shield penetration and hull effectiveness. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. Plasma = 100% Armour penetration. I haven't played in almost a year. 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. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Ironically, there is an advanced armor option known as Dragonscale Armor. 8%. this gives you a lot more time to defeat the portal. Advanced shields require Strategic Resource to make. Stellaris. Hello everybody. CryptoDoes any one knows the difference? Some examples would be great. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. wpmaura. In Stellaris, if you lose the fight for the system, thats generally all that matter. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Honestly shield penetration and armor penetration is pretty amazing. The bonuses are explicit for how/what they apply to. While cloaked, ships can. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. reduction modifiers divide an amount of a resource or attribute by a set amount. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. You don't really need anti-shield ships for Unbidden. #4. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. The 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). 100% Shield penetration = Ignores shields (no damage at all to shields). 100% shield penetration. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. The differences between the weapons are much more nuanced. Or shield and some armor plus the crystal plate. This is the first game of Stellaris I've played, so far. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. This works because Amoebas are carriers, they flay you with fighters. -Missiles stay as they are. Vulnerable to kinetic weapons. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Auto-best is not good, it frequently makes completely nonsensical design decisions. Component. . That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 64 Destroyers vs 132 Corvettes. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. It lacks the bonus to hull damage lasers have. The ship cannot take damage for a whole 10 days before it regens. Stellaris Dev Diary #312 - 3. Also, get lots of shields since the Contingency's weapons suck vs shields. 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 eternal psionic avatar battle. Stellaris > General Discussions > Topic Details. reduction modifiers divide an amount of a resource or attribute by a set amount. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. 30% armor hardening on top cuts it by another third. Stellaris. −5% accuracy. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). ago. • 2 yr. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. ago. 14 0. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Corvettes with high evasion are really good too, and you should have those anyway. Consumes power. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Shield Penetration is stupid . 2 Mining Habitats. You extinct anything before they get too close. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). HerewardTheWayk • 1 hr. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Jun 15, 2019 @. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 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). 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. And it's absolutely nonsense to use a lot of shield strength (cruiser. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. 8) melt. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. 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). On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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). Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. They do explosive damage. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. If some ship does a. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Against something like. That is different than the global pacifier, which creates an impenetrable shield over the planet. All of it is quite nice, but extreamally flat (tho, shields should not be fully. 28. Beam. Stellaris fleet getting destroyed. 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. In general, vs Kinetics, Disruptors, strike craft and trops. In earlier versions of the game this bonus was described as armor penetration. Go to Stellaris r/Stellaris. 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. Shield hardeners are a new defensive technology in the upcoming 3. But it also penetrates armor by 50%. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. • 1 yr. 36%. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. Destroyers- if you use them, should be built for alpha and to die. 4 in to hull through armor, if shield penetration, in to hull through shield. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. 8) melt. 1- They spawned really far and holy fuck so much micro. Frop. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Torpedoes are dead. Stellaris Galaxy Command Wiki. ago. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. The bonuses are explicit for how/what they apply to. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. - Shield upgrade (like the current tech) etc. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Beam. Its DPS is 4. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. Torpedo = 100% Shield penetration. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor. A place to share content, ask questions and/or talk about the 4X grand strategy… Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. EMP fuse -Specifically design torpedo, to. 6 also includes new galaxy shapes to explore, new story events, a new. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Yes, but that doesn't matter too much. 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. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Slap on 3 afterburners. 索林原虫的出现不需要任何先决条件。. Lance. None of their ship ever produce debris and their ship configuration is quite deadly. Medium plasma has -33% shield damage and 60% armor penetration. The only quibble I might have with it is that penetration is often overpowered. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Advanced shields require Strategic Resource to make. Only larger weapons, medium and Large types get a small increase to armor penetration. And only 12. Modifier Effects. 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. 25 days. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. Armor, that stand in a way to hull. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Hello everybody. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. 26. If you can, research more advanced. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 8-15. add modifiers add/substracts a set amount of a resource or attribute to a scope. Vulnerable to kinetic weapons. Missiles have 100% shield penetration like fighters. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. All Discussions. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Callinicus. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. :- ( (building a new fleet is much. 27 dps. Potentially best vs human opponents with point defense. 80% damage against armor. 100% Shield penetration = Ignores shields (no damage at all to shields). Related Topics. I highly recommend it if you haven't played it. A quick search reveals that shield hardening apparently stacks. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. 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). (Except for the shield debuff). Stellaris > General Discussions > Topic Details. All Discussions. So using them is a safe bet. IPWIW. Generally speaking you also want to choose either kinetic, missile or. If they are still useless, a mix of shield stripping and anti armor weapons will be better. All Discussions. A quick search reveals that shield hardening apparently stacks. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. 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. Shield damage have every gun +100%, which mean 1:1, except ↓. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Cool. 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). It's pretty noticeable in a fight 1 vs. 30 per day/tick). Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). shadowtheimpure. If you can, research more advanced. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. it all depends on what you're going to be fighting. Unfortunately battleships can't equip torpedoes or you'd be perfect. Radiation Shielding - Increased ship shield strength 8. Destroying the Portal earns the Rift. kinetic, explosive), which would make for a more engaging system. Fighters - 2. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. maybe some space fauna or raiders come and lower one, and the other one kills it. Hello everybody. Edit: my second guess is that it stops all shield penetration completely, like from fighters. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. the regular ships already take months to recharge after passing through a pulsar, the offspring ships correspondingly longer, and the. That’s how badly hardening gimps penetration weapons. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?With the experts at Paradox putting their own spin on a classic genre, it seems like a can’t-miss proposition. 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. 27 dps. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. And only 12. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Just don't expect much from Corvette shields. Maybe, but that'd have to be very shield heavy ships to be worth bothering, as sure they do 400% damage to shields, but only 25% damage against hull and armour, this kinda sucks as most AI have vaguely balanced shields and armour leading to a balanced approach typically being more beneficial. Graphical effect for the planetary shield generator. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Go to Stellaris r/Stellaris. ship_armor_add = adding an amount of armor . Does any one knows the difference? Some examples would be great. 2 - 3 Generator Habitats. They are more hp than shields.