Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. 6x Crystal plating - 1650 HP. Stellaris Real-time strategy Strategy video game Gaming. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 5% Stability. Report. 0 “Orion”. Observe the full damage going through shield. 8. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Cloaking disables shields. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. The cap to the Force Disparity bonus for fleets that are significantly. 6; 1; Reactions: Reply. Technology. 7. Pros: Only ship type with T-slot, which can have absurd range. 3 Stat modifiers affecting empire. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. nightraven1901. The same goes for L-slot shields. 25 days. The chosen one remains exactly the same, except for the admiral, he also lost his evasion in exchange for Shield Hardening. Stellaris. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. Ograe • 5 yr. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Megastructures are colossal constructions. 5 days. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. 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. Removed any mention of a 365 day calendar in Stellaris. Stellaris Wiki Active Wikis. Yeah, you kinda need this. Mining lasers are now classified as Brawling weapons. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. M: +315 shield HP (505 with AP), 4. Hello, i wonder what "+% armor penetration" realy does. 75% hardening all shield targets stop arc pretty well. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. None. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. You are literally paying double for only 30% extra defense. 4. It won't be that bad in 2. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. 100% is ideal value - as it would protect you from penalties from hull damage. 1 daily regen (2. This impenetrable shield cuts both ways, however. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Technology. Archaeoshields should now properly provide their shield hardening bonus. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Gigacannon needs. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. Below is an example of what I found out while testing ship combat. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. E. 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). Jump to latest Follow Reply. 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). A quick search reveals that shield hardening apparently stacks. Effect: Allows ship not to be detected by scanners (S-C) systems away, where S is scanner level and C is cloaking shield level. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. It gets shot by a 50% penetrating shot. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. In the meantime I found a bug. 7 throwing this strategy out the window. You should have a mix of weapons for this reason. Steps to reproduce the issue. TLDR; Armor is better than shields the vast majority of the time. Vassalization request towards a Machine Intelligence empire. X branch. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 5. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Smaller ships only have one aux slot. 00. Just don't expect much from Corvette shields. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 2x regenerative hull tissue. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. For shield tanking you don't need a large amount of shields. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. This week’s topic is the combat rebalancing planned for the Stellaris 3. cake_flattener5 Corporate Dominion • 11. Also, shield/armor hardening could make a disruptor. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. Except when he uses shield-piercing weaponry. Base: 20 Modifiers. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Shield strength, against full shield penetrators, is given by. Edict Fund can be increased by the following:. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. . Living Metal and Zro are kinda weird resources because they have very few uses. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Web Death Jun 4, 2019 @ 11:54am. 1 comment. 3. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). The. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. This mod adds base hardening to shields and armor,. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. 02 when you'll be able to choose the time that you sue for peace (at 100% warscore) ~ but until then, I'd have trouble winning wars of subjugation if I only used corvettes. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. Gigacannon needs to do 12600 to. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. 3. Stellaris. There is too much data tied up in a planet. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. 4. 2 thirds armour 1 third shield. Armor hardening is better and easier to get than shield hardening. hardening * total. Stellaris Wiki Active Wikis. To quickly find a tech in this list press ctrl + f and type in the techs name. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Increased the range of Energy Siphons. 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%. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. Except that they use 25 / 50 / 100 power each. I get the sense the tech is a bit less finicky in Stellaris. Explosive Missiles Balanced MK 1 Concussion Missile. Shield strength, against full shield penetrators, is given by. 1. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Here are the complete notes for Stellaris 3. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. malakhglitch Rogue Servitor. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Report. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Celestial bodies may have resources which can be harvested by orbital stations. Legacy Wikis. Its DPS is 4. 5% daily Armor regen will restore about. Just use a balanced approach when it comes to shields and armour. Current Stellaris Ship Meta (for v3. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. 6 beta for Extra Ship Components:. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. If the target has shield hardening, they still work together to beat the shields first. This page was last edited on 23 March 2022, at 17:16. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. 2x regenerative hull tissue. Each start system can have between 2 and 15 celestial bodies. The bad news is that it doesn't increase say shield benefits. is it worth it do you think?Hello! I used to be pretty hardcore into this game. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Except that they use 25 / 50 / 100 power each. Ironically, there is an advanced armor option known as Dragonscale Armor. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. If the attacker's tracking is higher than the defender's. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. 2x Armor III - 430 HP. In summary, use the weapons that are effective against what your enemy has most of. 6. There are three types of modifiers. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. I think the maximum leader cap was 12 or 15 (in 3. Inversely scale hardening module impact against hull size. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Side bonus of 80% shield hardening and 400 extra armor and shields. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Is this a good strategy for winning battles right now?Vote. The same principle applies if your enemy has shields instead of armor but in reverse. . The other version is "%chance to reduce any damage from penetrating at all" but I don't. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per. The shield regen is just insane and my battleships only die when focused heavily. and a huge stack of armour. And ye, I'm already undetectable and in a "sweet spot". The shield hardening components kind of revive the shields back to their older glory. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. 3. 1x regenerative hull tissue. But you're using a bad example with the trivial amount of tracking -- that's the level of tracking you get free, automatically, on every ship from sensors and. As much shield as possible. Discussion. If the target has shield hardening, they still work together to beat the shields first. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. and a huge stack of armour. 5 Stellaris Tech Id List – J to P. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. This mod adds base hardening to shields and armor, increasing with their tier. 00, whereas explosive torps have 1. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. 4 Stellaris Tech Id List – F to I. . Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. Mining lasers are now classified as Brawling weapons. 75 to armor and 6. Stellaris's performance issues have gotten better. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. 5 Q3. It's a bit slower than shield reg, but your fleet starts each battle at full health. Cruisers are around 5. #4. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Third, buff the hardening components. You can roll. They're 100% shield and armor penetration with higher base damage output in the S slot than M slot disruptors, and on top of that do +25% to hull. Q2. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. 30% armor hardening on top cuts it by another third. The stasis field does less direct shielding than T5, but also adds hardening, which is big. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . At 90% armor, 90% of all damage incoming to the ships' hull is. 25) gets tanked instead (meaning. As probably most of you know. Armor Tier [I. With 3. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. it would still hit the 90% cap. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. Stellaris. majdavlk • 2 min. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Go to Stellaris r/Stellaris. Just what it say on the tin. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. It gets deleted when the colossus is used. Oct 14,. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. I ragequited after the battle, and than reloaded the save. build several of these. ago. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. 3. All Discussions. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 4. Promethian Mar 12, 2019 @ 7:28pm. Go to Stellaris r/Stellaris. Increased the range of Energy. That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. 75% hardening all shield targets stop arc pretty well. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. In-combat regeneration occurs but its not a significant factor. Now say, 30% shield hardening cuts Disruptor damage by a third. 34. Reclusive −5% Diplomatic Weight. 7 days. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. Are extremely powerful vs AI. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. , facing Arc Emitter battleships or the like. I posted a bug report on the Stellaris forums. Yes, I'll attack the frigates yada yada. as it is with the shields e. These are also stack. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 3. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 1 shield regen, 15% shield hardening. The cap to the Force Disparity bonus for fleets. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. So the Whirlwind Missiles and Strike Craft both pierce shields. • 1 yr. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!+30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Here are the complete notes for Stellaris 3. Sep 13, 2020 766 932. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. Mean-Falcon-6204 •. 6 ORION: Leader Balancing. 2) if you took all the options to increase your leader cap. but they come at a few costs. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Heavy platforms and their large weapons do best with larger forces towards the end of the game. g. As probably most of you know. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. ago. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. However, there are a couple situations where. A destroyer: 40%. 9. For example. Stellaris. 5 days. Their battle ships regen something like 14k shield per day. . 6x Crystal plating - 1650 HP. Stellaris is a sci-fi grand strategy game set 200 years into the future. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. Increased the range of Energy Siphons. Shield capacitor gives +10% for more shield (2x repeatables) vs. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. You can roll. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. That’s 17. 1x regenerative hull tissue. Armor does not reduce damage to shields. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. ; About Stellaris Wiki; Mobile viewMaybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. Members Online • Tornagh. That's some. The field cannot be removed by any means, with the. Alpha damage is the amount of damage a fleet can dish out per volley. . In Stellaris, if you lose the fight for the system, thats generally all that matter. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. Shields are hit-points on top of your hull hitpoints. Hull is 3300. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. r/Stellaris. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. What'ss the point omega lulzThis article is for the PC version of Stellaris only. Wooden-Many-8509 • 22 min. and you should focus on only one hardening to make it actually viable. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. Take these battleship to a space mining drone system. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. The advantage to shields is that they recharge on their own, but no longer in combat. Stellaris Wiki Active Wikis. Discovered a shielded world - Event. Stellaris Real-time strategy Strategy video game Gaming. 1 Libra 4. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. *) Created by jasonpepe. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. 8. ago • Edited 5 yr. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1.