stellaris shield penetration. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. stellaris shield penetration

 
 The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitterstellaris shield penetration  “虚空恶魔”应当是早期版本的误称。

ago. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Stellaris Galaxy Command Wiki is a FANDOM Games Community. So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. Fighters - 2. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Plasma = 100% Armour penetration. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. ) They use a Shard Thrower that is Kinetic and says it does 50% Hull damage. 27 dps. 1- They spawned really far and holy fuck so much micro. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. I'm still trying to wrap my head around how Stellaris handles weapons and defense. 80% damage pierce. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. Cool. Bolt. 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. They sound better than they really are, for which I am thankful. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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). Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Stellaris > Discussions générales > Détails du sujet. All Discussions. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Compare with Marauders : +25% hull damage, 20 dps. The only quibble I might have with it is that penetration is often overpowered. 15. 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. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. First destroyer fleet lost 19 ships and the remaining hull was 40. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. Shield strength, against full shield penetrators, is given by. Shorter reload times, higher movement speeds, but lacks shield penetration. You starting weapons should make up the backbone of your fleet throughout the entire game. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. In late game battleships, you have a similar effect, just the other way around. ago. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. This page is about modding of Ships, Sections and Components. . It basically boils down to the armour penetration, shield penetration and hull effectiveness. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 6. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. 1- They spawned really close and the endgame crisis didnt even take 2 years. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Penetration my friend. ParasiteX Apr 21, 2017 @ 9:12pm. 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. Go to Stellaris r/Stellaris. 5. I'm trying to counter enemy fleets but I'm not doing very well. Yes. If any other. some weapons have armor/shield penetration so they ignore it. They are called Space Torpedoes. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). that this isn't a bad thing. 1 titan - basically the same as battleship setup. 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. 2 armor for every 1 shield. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). Depends on who you're fighting. 2 fleets. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. 1- They spawned really far and holy fuck so much micro. Please can you remove Shield and Armour penetration from the base game. But next I found out "penetration shield 50%" and realized, that this is something wrong. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. It's a great mode for Stellaris. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. If they fire on ship without shield, it deal same damage, as if it fly through shield. Shield hardeners are a new defensive technology in the upcoming 3. If a hot border can be anticipated, I go for a Bastion Habitat. 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). Vulnerable to kinetic weapons. So my. add modifiers add/substracts a set amount of a resource or attribute to a scope. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 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. I'm not a fan of this new type of ship parameter. Robotics and Kinetic are all rounders in this aspect. 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. Neither Missiles, Autocannons nor Mass Drivers get special. 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. It's pretty noticeable in a fight 1 vs. 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). 44 MB. Anything that has 100% penetration on BOTH needs to be shot. 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,. Best. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. It's pretty noticeable in a fight 1 vs. • 2 yr. it all depends on what you're going to be fighting. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Arc Emitters also have partial shield penetration. 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. 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). 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. 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). Each transport fleet consist of 20 Android Assault Army and do not have a general. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?M slot: This will depend heavily on how well the strikecraft changes work. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. 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). For now game has 3 hit points: Usless shield, that can be penetrated by everythig. 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. maybe some space fauna or raiders come and lower one, and the other one kills it. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. You can beat anything because Stellaris is not hard. 27 dps. In the original release version of the game I reliably went with energy weapons and was happy with the results. That’s 17. 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. 索林原虫的出现不需要任何先决条件。. Stellaris > General Discussions > Topic Details. 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. Jan 8, 2019. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Contrary to some 'popular' opinion, they are mostly garbage. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. 5. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Yes. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. wpmaura. 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. Proton. Edit: my second guess is that it stops all shield penetration completely,. . Preferably from far away :p. Disruptors are mostly for the memes or countering certian crises. Frop. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. Shield strength, against full shield penetrators, is given by. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Jun 15, 2019 @. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Hello everybody. reduction modifiers divide an amount of a resource or attribute by a set amount. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. Cheaper Alloys cost than armor. 85 -1 = 1. . 27 votes, 31 comments. In addition to that, explosives tend to have Penetration. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. hardening * total. Unfortunately battleships can't equip torpedoes or you'd be perfect. And it's absolutely nonsense to use a lot of shield strength (cruiser. They also have 50% armor penetration, so armor will be less effective. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. 6 update. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. In-combat regeneration occurs but its not a significant factor. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. If the enemy has no shield penetration, then shield hardening does nothing. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. To combat this, you’ll need to. 概述. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Go to Stellaris r/Stellaris. Cloud lightning + arc emitters + disruptors. Hello everybody. If the enemy has no shield penetration, then shield hardening does nothing. 5 Starship Shield Hardness +47. 04 0. Stellaris. I've had trouble figuring this out exactly, but this is what it looks like. I tried everything, strikecraft, artillery, energy weapons, etc. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Mathematically, these weapons have the. In earlier versions of the game this bonus was described as armor penetration. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. In this video I explore the effe. Its DPS is 4. 4 in to hull through armor, if shield penetration, in to hull through shield. Radiation Shielding - Increased ship shield strength 8. 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%. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Who knows how many galactic cycles it had been in place before it. Hull - 125% of 'normal' damage for as long as it lasts. Playing through the end-game and I've noticed that the repeatables are heavily skewed in favour of energy weapons and shields. 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. Shorter reload times, higher movement speeds, but lacks shield penetration. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. 14 votes, 10 comments. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. While Stellaris’ 4X-flavored. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. Latest Release: Strike Craft Diversity (Stellaris) This mod requires Amazing Space Battles for the graphics to work properly. 34. 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. Cheaper Alloys cost than armor. However I would also like to make clear that the mechanics of. And only 12. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. The differences between the weapons are much more nuanced. . These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Alle Diskussionen. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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). 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. Still you want to go shield heavy and shield capacitors. As of 3. 67. . Particular_Jicama_97. Take the Ruby Guardian (Topaz/etc. 8) melt. IPWIW. But it also penetrates armor by 50%. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. r/Stellaris. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 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. Shields are probably the better option, since stacking armor on small ships is futile. My enemy has mountains of torpedoes (no neutron launchers). Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 1- They spawned really close and the endgame crisis didnt even take 2 years. ago. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 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. 装甲的优点在于能够. In addition to that, explosives tend to have Penetration. This mod is an optional content expansion package for Azur Lane Stellaris DLC. Frop. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Even Hiveminds get some love, with the mod allowing them to turn other states into “appendages” for future integration. 1 comment. So, half of the damage they do will be harming your hull even before your shields drop. I've had trouble figuring this out exactly, but this is what it looks like. That's worse than 6+6=12s for a purely neutral weapon. 28. 1 comment. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. 30 per day/tick). Projectile and Missle Weapons. Stellaris. None of their ship ever produce debris and their ship configuration is quite deadly. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. In terms of armor/shield balance, I find a 2:1 ratio works best. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. 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. 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. shadowtheimpure. If some ship does a. 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. The ship cannot take damage for a whole 10 days before it regens. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Space empire 5 had like, five different ones (that i recall):. There's no difference in Shield. When you have a shield hardener, they are practically not working from suspenion shields. Corvette Spam. In earlier versions of the game this bonus was described as. 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). 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 bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. 3. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. Missiles have 100% shield penetration like fighters. 2 Fabrication Habitats. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. A new Stellaris update 3. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 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). There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 09 0. 1. Stellaris: Shield Hardeners - You must use them. Edit: my second guess is that it stops all shield penetration completely, like from fighters. Advanced shields require Strategic Resource to make. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. You don't really need anti-shield ships for Unbidden. CryptoDoes any one knows the difference? Some examples would be great. Slap on 3 afterburners. 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. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. In earlier versions of Stellaris, I had to research both kinetic and energy. Shields are basically extra HP, damage to shields isn't affected by the armor stat. E. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. Torpedo = 100% Shield penetration. 80% damage against armor. 1? 0. Mathematically, these weapons have the highest DPS in game against most endgame enemies. 45% shield penetration. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. I've had trouble figuring this out exactly, but this is what it looks like. A quick search reveals that shield hardening apparently stacks. The weapons the Unbidden use have 50% shield penetration. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Jun 15, 2019 @. In the original release version of the game I reliably went with energy weapons and was happy with the results. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Penetration means it completely avoids the health bar and will directly damage the underlying bar. this gives you a lot more time to defeat the portal. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to damage against. Torpedo = 100% Shield penetration. Then you would have a trade-off between more regen or more shield health. Even a full point defence fleet would be unable to stop this many missiles. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. 67. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. some weapons have armor/shield penetration so they ignore it. ago. 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. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. 85 -1 = 1. In addition to that, explosives tend to have Penetration. 100% shield penetration. Armor and shields are weighted equally, while ship hull points get a 0. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 6 “Orion” update includes many changes to combat. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. −5% accuracy. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. However, it looks like that at some point between then and now weapons were changed considerably. maybe some space fauna or raiders come and lower one, and the other one kills it. Auto-best is not good, it frequently makes completely nonsensical design decisions. Stellaris Dev Diary #312 - 3. They are very good. E. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Shield Penetration is stupid . Callinicus. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. So the damage per second for each weapon is the same. it all depends on what you're going to be fighting. Diversify.