stellaris shield penetration. Cloud lightning + arc emitters + disruptors. stellaris shield penetration

 
 Cloud lightning + arc emitters + disruptorsstellaris shield penetration  Mathematically, these weapons have the

I've had trouble figuring this out exactly, but this is what it looks like. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. −5% accuracy. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. Stellaris. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. E. Both are late game anyway so doesn't matter. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 4. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Time to bring out the torpedos. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. Gunships Support 6. 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。. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Gunships Support 6. Missiles have 100% shield penetration like fighters. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. 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. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. Shields are basically extra HP, damage to shields isn't affected by the armor stat. some weapons have armor/shield penetration so they ignore it. Large. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. 8) melt. In terms of armor/shield balance, I find a 2:1 ratio works best. Stellaris: Shield Hardeners - You must use them. 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. Go to Stellaris r/Stellaris. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. • 1 yr. 67. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. 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. In this video I explore the effe. 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 really depends on the situation, but I find shields more reliable than armour in most cases, as armour tends to be massively hard-countered later in the game by plasma. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. The eternal psionic avatar battle. 85 -1 = 1. Wooden-Many-8509 • 22 min. But next I found out "penetration shield 50%" and realized, that this is something wrong. I've had trouble figuring this out exactly, but this is what it looks like. In-combat regeneration occurs but its not a significant factor. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. That's a 1:1 ratio, which means (relatively speaking) defense. 概述. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?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). A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. My enemy has mountains of torpedoes (no neutron launchers). this gives you a lot more time to defeat the portal. Well, as you know in Stellaris ships have 3 "health bars". This is the first game of Stellaris I've played, so far. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. So if a weapon has 100% shield penetration and 100% shield damage, does this mean that 100% damage is dealt to the shields and additionaly 100% to the hull? Or does it mean that 100% of the damage bypasses the shield (the shield will not be. maybe some space fauna or raiders come and lower one, and the other one kills it. 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?Does any one knows the difference? Some examples would be great. Side bonus of 80% shield hardening and 400 extra armor and shields. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. Only. Contrary to some 'popular' opinion, they are mostly garbage. In case of. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. The ship cannot take damage for a whole 10 days before it regens. Spare_Development_64 • 1 min. Penetration my friend. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. 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。. Spare_Development_64 • 1 min. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I highly recommend it if you haven't played it. Frop. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 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. Jun 15, 2019 @ 11:18pm "penetration" #1. shields, lower dps compared to kinetics). “虚空恶魔”应当是早期版本的误称。. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. If you want to disable enemy shields, the saturator X weapon is the best at that job. 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. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Hello everybody. Take the Ruby Guardian (Topaz/etc. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. This is represented in Stellaris by 'penetration'. This article is for the PC version of Stellaris only. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. They are called Space Torpedoes. Railguns with 30% bonus to shields and 50% armor penetration are perfect. The bonuses are explicit for how/what they apply to. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. 09 0. 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%. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. Jun 15, 2019 @ 11:18pm "penetration" #1. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 27 votes, 31 comments. Well, as you know in Stellaris ships have 3 "health bars". 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 8-15. And it's absolutely nonsense to use a lot of shield strength (cruiser. You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. 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. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". I'm not a fan of this new type of ship parameter. Rule 5: The section of the tooltip that says “Shield Nullification - 100%”. 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 damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. . Shields can be stacked higher than armour. Stellaris Galaxy Command Wiki. 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 Engineering is overloaded with three different kinds of weapons (Fighters, Kinetics and Missiles) -. A quick search reveals that shield hardening apparently stacks. 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. enemy leans much more torwards battle ships and. It lacks the bonus to hull damage lasers have. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Cloud lightning + arc emitters + disruptors. All Discussions. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So, half of the damage they do will be harming your hull even before your shields drop. Jump to latest Follow Reply. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 64 Destroyers vs 132 Corvettes. But good lord do those eat power. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. A quick search reveals that shield hardening apparently stacks. 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). Large. They sound like the obvious target for point defence, but point defence ignores them. 45% shield penetration. To combat this, you’ll need to. They also have 50% armor penetration, so armor will be less effective. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. Honestly shield penetration and armor penetration is pretty amazing. I’ll stack a range-aura juggernaut in with them. That is different than the global pacifier, which creates an impenetrable shield over the planet. 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. Hello everybody. Lance. 14 votes, 10 comments. So two m-shields are strictly superior to one l-shield. The weapons the Unbidden use have 50% shield penetration. 1?. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. Who knows how many galactic cycles it had been in place before it. This mod is an optional content expansion package for Azur Lane Stellaris DLC. Stellaris. Slap on 3 afterburners. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. In addition to that, explosives tend to have Penetration. 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. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. 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. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. 7% reduction against medium plasma. 8-15. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. E. Go to Stellaris r/Stellaris. 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. The other version is "%chance to reduce any damage from penetrating at all". Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. Since you use all your physics research on shield repeatables, year after year after year, you easily get really high shield values - and coupled with 2 or 3 advanced shield hardeners and a Genius Armourer admiral on the council, the AI will have to beat down your enormous shields to kill each battleship even if they are kitted out with 100%. 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). In the original release version of the game I reliably went with energy weapons and was happy with the results. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. These are also stack. So using them is a safe bet. It lacks the bonus to hull damage lasers have. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. 04 0. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. So if you got shield hardener, then 25% is dealt to shield. Hello everybody. “虚空恶魔”应当是早期版本的误称。. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Armor and shields are weighted equally, while ship hull points get a 0. 索林原虫的出现不需要任何先决条件。. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). Stellaris. 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). As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. It then gets divided by 4, presumably to make it the type of number Paradox wants. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. 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). Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. 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. All targets have no weapons. 04 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). That does not mean they. < > Showing 1-5 of 5 comments . (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). All Discussions. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Relevant lines are here:Anti-Armor Bonuses. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Yes, I'll attack the frigates yada yada. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Frop. Weapon damage hierarchy. I tried everything, strikecraft, artillery, energy weapons, etc. 09 0. 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. < > Showing 1-5 of 5 comments . 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. 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. [deleted] • 5 yr. Robotics and Kinetic are all rounders in this aspect. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. 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。. 9%. +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. Jun 15, 2019 @. The entire 'disruptor' line is a noob trap. Radiation Shielding - Increased ship shield strength 8. File size:42. None of their ship ever produce debris and their ship configuration is quite deadly. Relevant lines are here: Anti-Armor Bonuses. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. Bolt. Hull, that once depleted, destroys ship. Shield damage have every gun +100%, which mean 1:1, except ↓. 6 update. 1 Data Structure; 2. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). 1- They spawned really close and the endgame crisis didnt even take 2 years. Yes. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Potentially best vs human opponents with point defense. Driller drones have some problems, but are awesome in no shield systems. Stellaris Wiki Active Wikis. Beam. To top it off, the time loop had become destabilized over an extremely long time. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. 1 titan - basically the same as battleship setup. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon. 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. Stellaris > Discussions générales > Détails du sujet. At which point it still doesnt offer enough to be valueable. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. I could use a little help. Frop. 30% armor hardening on top cuts it by another third. Shield strength, against full shield penetrators, is given by. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. - Shield upgrade (like the current tech) etc. 6. Stellaris. But it also penetrates armor by 50%. It then gets divided by 4, presumably to make it the type of number Paradox. 5. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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. Armor, that stand in a way to hull. 装甲的优点在于能够. Cheaper Alloys cost than armor. It'd be a considerable hard counter. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. IPWIW. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. ago. Please can you remove Shield and Armour penetration from the base game. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Even a full point defence fleet would be unable to stop this many missiles. The Stellaris 3. 36%. If they are still useless, a mix of shield stripping and anti armor weapons will be better. This article is for the PC version of Stellaris only. However, it looks like that at some point between then and now weapons were changed considerably. . This works because Amoebas are carriers, they flay you with fighters. But it also penetrates armor by 50%. Since my BB has 84. The differences between the weapons are much more nuanced. Using the Shroud. Missiles have 100% shield penetration like fighters. Kinetics only get like +15% penetration for medium and +30% for large size. BTW, this is modded. 6 “Orion” update includes many changes to combat. Yes, but that doesn't matter too much. g, 100% penetration vs 75% hardening means 25% of the damage goes through. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. hard shields that limit shield penetration, etc . 6 is now available on PC. 85 -1 = 1. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. ago. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. Corvettes might be better than cruisers just because if they get in range they're toast either. Added new. Corvettes with high evasion are really good too, and you should have those anyway. Auto-best is not good, it frequently makes completely nonsensical design decisions. 9 (played a couple more in older versions). I'm still trying to wrap my head around how Stellaris handles weapons and defense. Time to bring out the torpedos. 5 multiplier. Related Topics. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. For instance, this explosive has 100%. 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. Damage redirected to the hardened component. This makes them less useless late-game, but early game is all about Evasion and Shield for defense, which they counter, so you can expand quickly early-game and secure large enough territory to start snowballing. Hull - 125% of 'normal' damage for as long as it lasts. 6. And PD is the fighter-counter as well as the missile-counter. For one of those fleets, I’ll stack in the debuff auras too. This page is about modding of Ships, Sections and Components. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Doing some tests against the contingency. Projectile and Missle Weapons. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. For instance, if the enemy fleet is composed of mostly battleships with low tracking L weapons, then you should build a fleet of small ships with swarm combat computers fitted with weapons like Devastator Torpedoes and. If a hot border can be anticipated, I go for a Bastion Habitat. 30 per day/tick). 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. hardening * total. Stellaris Dev Diary #312 - 3. Spectrum Cycle - Increased ship sensor range 9. Dr_Bombinator • 6 yr. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. The below video linked when completely seen will provided the needed information. g, 100% penetration vs 75% hardening means 25% of the damage goes through. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. , stuff with %100 Shield Penetration and %100 Armor Penetration. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. Just imagine it exploding outwards and back on the superweapon. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). 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). As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Small. 6 also includes new galaxy shapes to explore, new story events, a new. Callinicus. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 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). 3% Speed and Turn Rate while activeWhere did you get your know-how concerning weapons and ship design? I've logged 200ish hours in stellaris since 3. Edit: my second guess is that it stops all shield penetration completely,. 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. The weapons the Unbidden use have 50% shield penetration. 100% Shield penetration = Ignores shields (no damage at all to shields). Shields are probably the better option, since stacking armor on small ships is futile. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. 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). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Stellaris. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. some weapons have armor/shield penetration so they ignore it. They do explosive damage.