Stellaris shield penetration. A crisis is an event that threatens the entire galaxy and all life within it. Stellaris shield penetration

 
 A crisis is an event that threatens the entire galaxy and all life within itStellaris shield penetration Auto-best is not good, it frequently makes completely nonsensical design decisions

Spare_Development_64 • 1 min. Stellaris fleet getting destroyed. Disruptors are mostly for the memes or countering certian crises. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. enemy leans much more torwards battle ships and. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. It's pretty noticeable in a fight 1 vs. Small. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). Shield strength, against full shield penetrators, is given by. A new UI interface is made for mod. shadowtheimpure. The bonuses are explicit for how/what they apply to. −5% accuracy. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. 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. It lacks the bonus to hull damage lasers have. 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. 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). The entire 'disruptor' line is a noob trap. That does not mean they. Stellaris. 1- They spawned really close and the endgame crisis didnt even take 2 years. • 1 yr. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Typical weapons could have 10% penetration for both shields and armor; this means when both are up, 1% of hits get through to Hull. When you have a shield hardener, they are practically not working from suspenion shields. that this isn't a bad thing. ago. Probably ~ the same usefulness as Tachyon Beams. 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. The eternal psionic avatar battle. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. This can make cloaking a fleet a risky gambit if an empire manages. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Alle Diskussionen. It'd be a considerable hard counter. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. Stellaris Real-time strategy Strategy video game Gaming. There's no difference in Shield penetration and ignore shields. Damage redirected to the hardened component. 5 days. But next I found out "penetration shield 50%" and realized, that this is something wrong. 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. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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). After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. All Discussions. 6. 9%. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. Cloud Flare etc. 36%. Railguns with 30% bonus to shields and 50% armor penetration are perfect. 100% shield penetration. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. 13. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speedSo if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. 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. I could use a little help. Missiles have 100% shield penetration like fighters. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. But next I found out "penetration shield 50%" and realized, that this is. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Armor and shields are weighted equally, while ship hull points get a 0. All Discussions. Bolt. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. maybe some space fauna or raiders come and lower one, and the other one kills it. However, it looks like that at some point between then and now weapons were changed considerably. 100% Shield penetration = Ignores shields (no damage at all to shields). There's no difference in Shield. In terms of armor/shield balance, I find a 2:1 ratio works best. Even with their bonuses, their time to kill is awful. , stuff with %100 Shield Penetration and %100 Armor Penetration. + Constantly blocks a number of damage per unit of time. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. I tried everything, strikecraft, artillery, energy weapons, etc. Hello everybody. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. Stellaris Real-time strategy Strategy video game Gaming. I tried everything, strikecraft, artillery, energy weapons, etc. . 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). This test is about which ship does beat job against contingency. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 30% armor hardening on top cuts it by another third. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 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. 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。. 1 comment. Who knows how many galactic cycles it had been in place before it. Proton. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. My fleet is using 31 of those battleships. 30 per day/tick). 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. 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. 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. 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,. Large Auto is range 30 as well of course, but. 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). So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Driller drones have some problems, but are awesome in no shield systems. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. 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. 2 - 3 Generator Habitats. shields, lower dps compared to kinetics). Disruptor = 100% Shield penetration. Stellaris. (Except for the shield debuff). mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 4 in to hull through armor, if shield penetration, in to hull through shield. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Well, as you know in Stellaris ships have 3 "health bars". Yes. You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. In addition to that, explosives tend to have Penetration. Cheaper Alloys cost than armor. Radiation Shielding - Increased ship shield strength 8. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Particular_Jicama_97. You can beat anything because Stellaris is not hard. −20% armor penetration. In this video I explore the effe. 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. Both are late game anyway so doesn't matter. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. +47. , stuff with %100 Shield Penetration and %100 Armor Penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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). If the enemy has no shield penetration, then shield hardening does nothing. 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. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Only. 27 votes, 31 comments. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. Modifier Effects. 01 ship_armor_damage_mult = 0. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). Graphical effect for the planetary shield generator. This page is about modding of Ships, Sections and Components. 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. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 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. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. Once you. . 装甲的优点在于能够. Go to Stellaris r/Stellaris. 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. 3. is it ideal, who knows, is it perfect, i doubt it but it works for me. Contents. 7% reduction against medium plasma. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield The Unbidden use the highest tear generators and shield, but have no armor. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 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. None of their ship ever produce debris and their ship configuration is quite deadly. Hull, that once depleted, destroys ship. Try to have a good mix of the latest weapons that provide good shield penetration (like torpedoes), good armor penetration (like energy weapons) and good missile or kinetic weapons. But if some torpedoes do get by, I wonder what is the. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. Please can you remove Shield and Armour penetration from the base game. It's pretty noticeable in a fight 1 vs. All of it is quite nice, but extreamally flat (tho, shields should not be fully. wpmaura. Lance. So, I just realized in another thread, I don't actually know how MD 50% shield pen works. 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%”. While it’s been possible since Utopia to. Spare_Development_64 • 1 min. Shorter reload times, higher movement speeds, but lacks shield penetration. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. If they fire on ship without shield, it deal same damage, as if it fly through shield. Only larger weapons, medium and Large types get a small increase to armor penetration. A crisis is an event that threatens the entire galaxy and all life within it. ago. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. Shields are probably the better option, since stacking armor on small ships is futile. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. 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. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. I haven't played in almost a year. I am talking entry to exit longest distance available. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. The shield hardening components kind of revive the shields back to their older glory. The eternal psionic avatar battle. 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). 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). Ironically, there is an advanced armor option known as Dragonscale Armor. At present smaller weapons are better in most ways, other than range. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Torpedo = 100% Shield penetration. Large. 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?Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). 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. 13. Armor is still very effective at countering them than shields. That's worse than 6+6=12s for a purely neutral weapon. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Then you would have a trade-off between more regen or more shield health. 4. Component. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. Advanced shields require Strategic Resource to make. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Time to bring out the torpedos. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. For example the ancient laster (Cavitation Collapser), resembles normal lasers. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. There's about a 10 day delay though. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Robotics and Kinetic are all rounders in this aspect. 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. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. ajanymous2. But it also penetrates armor by 50%. A place to share content, ask questions and/or talk about the 4X grand strategy…BETA: Shield Hardening. EVER. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. −20% armor penetration. Each transport fleet consist of 20 Android Assault Army and do not have a general. Damage redirected to the hardened component. This works because Amoebas are carriers, they flay you with fighters. 6. Compare with Marauders : +25% hull damage, 20 dps. 80% damage against armor. Or shield and some armor plus the crystal plate. 67. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. I feel like all the space creature weapons have a use somewhere down the line. 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. Corvettes armed with the torpedoes that have the same bonus are pretty good as well. Slap on 3 afterburners. . EMP fuse -Specifically design torpedo, to. They already have extremely low range (20) and require a large slot making them all but useless at the moment, and this change would make them useful against smaller craft who get too close, once again making sense thematically and mechanically. - Component ("Psi Shield Module") like a. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Apart from point defense. Does any one knows the difference? Some examples would be great. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. 7. ParasiteX Apr 21, 2017 @ 9:12pm. Destroyers- if you use them, should be built for alpha and to die. You only need one of those debuff fleets because it affects all in-system enemies. Its DPS is 4. 15. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. 常规的远古采矿无人机使用能量武器采矿镭射和护甲,没有ftl引擎。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 tried everything, strikecraft, artillery, energy weapons, etc. Lower DPS than Tachyon Beams but RNG damage range. (which does not seem to happen in Stellaris). Yes, I'll attack the frigates yada yada. [deleted] • 5 yr. E. Supremacy Adoption - Naval Cap +20%, Ship Upkeep -10% Supremacy Finisher - +5% Shield and Armor Penetration Supremacy #1 - Ship Speed +10%, Command Limit +25% Supremacy #2 - Unchanged Supremacy #3 - Unchanged Supremacy #4 - +25% Damage vs Default Countries, -15% War Exhaustion Supremacy #5 - +20%. Computer system. hardening * total. 45% shield penetration. The entire 'disruptor' line is a noob trap. Modifier Effects. 1 Data Structure; 2. Time to bring out the torpedos. 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. Penetration means it completely avoids the health bar and will directly damage the underlying bar. So if you got shield hardener, then 25% is dealt to shield. 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. That’s 17. . In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. 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). Shahadem Jul 7, 2017 @ 5:14am. That’s 17. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. They also have 50% armor penetration, so armor will be less effective. The only way to stop the Unbidden is to destroy the Extradimensional Portal. After one of the fleets was halfway dead I stopped the test and recorded the damage to. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. 80% damage against armor. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. Shields can be stacked higher than armour. Medium plasma has -33% shield damage and 60% armor penetration. Arc emitters: 100% accuracy. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Hull - 125% of 'normal' damage for as long as it lasts. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Consumes power. . 1- They spawned really far and holy fuck so much micro. There's no difference in Shield penetration and ignore shields. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Third destroyer fleet lost 19 ships and the remaining hull was 38. EVER. 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. 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. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. 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). Just imagine it exploding outwards and back on the superweapon. Gunships Support 6. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. If the enemy has no shield penetration, then shield hardening does nothing. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. 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. Slap on 3 afterburners. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. That does not mean they. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Disruptor = 100% Shield penetration. Honestly shield penetration and armor penetration is pretty amazing. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. In general, vs Kinetics, Disruptors, strike craft and trops. 2 fleets. Go to Stellaris r/Stellaris. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Cloud lightning + arc emitters + disruptors. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Plasma = 100% Armour penetration. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. In addition to that, explosives tend to have Penetration. Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. In case of. Taking any damage at all will reset this timer. 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. The weapons the Unbidden use have 50% shield penetration. 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. 1. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. Concussion Missile ( Small )Shield Penetration is stupid . 80% damage pierce. 6 also includes new galaxy shapes to explore, new story events, a new. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. But next I found out "penetration shield 50%" and realized, that this is something wrong. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. You can still call it penetration. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. it all depends on what you're going to be fighting. Depends on who you're fighting. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. ago. In this video I explore the effe. In late game battleships, you have a similar effect, just the other way around. 26. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up with such a guide. . So try to use focused arc emitters and cloud lightnings if you are going for a full penetration based ship design.