You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Shields are probably the better option, since stacking armor on small ships is futile. Stellaris > General Discussions > Topic Details. Projectile and Missle Weapons. For example the ancient laster (Cavitation Collapser), resembles normal lasers. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. To top it off, the time loop had become destabilized over an extremely long time. Plus mining habitats around every planet with gas, motes or crystals. Fun fact. So, half of the damage they do will be harming your hull even before your shields drop. First destroyer fleet lost 19 ships and the remaining hull was 40. Stellaris > General Discussions > Topic Details. 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. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. And also people dont care much for shield penetration, they have SOME quirks, but its very hard to build a 100 % shield pen fleet (if not impossible) so you are dealing pointless dmg with your shield pen because youll work through the shield anyway, or youre dealing pointless dmg to the shield because the shield. Stellaris Galaxy Command Wiki is a FANDOM Games Community. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. 5 multiplier. Medium. Disruptor = 100% Shield penetration. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Hull, that once depleted, destroys ship. 100% Shield penetration = Ignores shields (no damage at all to shields). 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%. I’ll stack a range-aura juggernaut in with them. Plus, it inflicts more damage beyond one‘s maximum range, wreak havoc, and retreat to minimum waste, to force the foes to retreat. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. 7% reduction against medium plasma. Go to Stellaris r/Stellaris. Damage redirected to the hardened component. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. 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. 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). These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. Stellaris. And so is born the fleet of the 170 torpvettes. Disruptors are just annoying. 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. 45% shield penetration. . 0 (当前最新版本:3. g, 100% penetration vs 75% hardening means 25% of the damage goes through. And PD is the fighter-counter as well as the missile-counter. Honestly shield penetration and armor penetration is pretty amazing. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. ago. Disruptor = 100% Shield penetration. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. -Missiles stay as they are. In earlier versions of Stellaris, I had to research both kinetic and energy. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. Just imagine it exploding outwards and back on the superweapon. At which point it still doesnt offer enough to be valueable. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. HerewardTheWayk • 1 hr. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. 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. 1?. They do explosive damage. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Hello everybody. 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 had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. 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. shadowtheimpure. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. You extinct anything before they get too close. 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. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. However, it looks like that at some point between then and now weapons were changed considerably. Stellaris. −20% armor penetration. 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. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The weapons the Unbidden use have 50% shield penetration. Stellaris. It'd be a considerable hard counter. 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. That's a 1:1 ratio, which means (relatively speaking) defense. Stellaris > General Discussions > Topic Details. 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. Vulnerable to kinetic weapons. Railguns with 30% bonus to shields and 50% armor penetration are perfect. If you have a gun that has 100% shield penetration, it ignores the shield and hits the armor directly. Damage redirected to the hardened component. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. 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. kinetic, explosive), which would make for a more engaging system. 1). Ironically, there is an advanced armor option known as Dragonscale Armor. In addition to that, explosives tend to have Penetration. 1 comment. As time of writing (patch 3. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 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. But next I found out "penetration shield 50%" and realized, that this is something wrong. I have always wondered whats the point of having penetration. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. So two m-shields are strictly superior to one l-shield. Apart from this, Stellaris patch 3. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. 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). 420K subscribers in the Stellaris community. 概述. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. 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. Jun 15, 2019 @ 11:18pm "penetration" #1. Shield hardeners are a new defensive technology in the upcoming 3. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. 8%. 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. You can beat anything because Stellaris is not hard. I've had trouble figuring this out exactly, but this is what it looks like. Beam. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. And it's absolutely nonsense to use a lot of shield strength (cruiser. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. The below video linked when completely seen will provided the needed information. You can see armor is quite effective against medium plasmas. If you mean by penetration resistance, then yes. Who knows how many galactic cycles it had been in place before it. I'd guess it's also much better against other heavily armored, lightly shielded targets. EDIT: If I get the Enigmatic Decoder from the Enigmatic. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Reply. 2. Still you want to go shield heavy and shield capacitors. That's physics. Arc Emitters also have partial shield penetration. Neither Missiles, Autocannons nor Mass Drivers get special. Hello everybody. 概述. 1- They spawned really close and the endgame crisis didnt even take 2 years. Frop. . 14 votes, 10 comments. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. 30% armor hardening on top cuts it by another third. Destroying the Portal earns the Rift. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. 索林原虫的出现不需要任何先决条件。. 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). Shorter reload times, higher movement speeds, but lacks shield penetration. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Advanced shields require Strategic Resource to make. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!Kinetic Weapons post-Kennedy. They are called Space Torpedoes. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Concussion Missile ( Small )Shield Penetration is stupid . hardening * total. hardening * total. Jun 15, 2019 @. . That’s 17. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. 04 0. Shields are probably the better option, since stacking armor on small ships is futile. Slap on 3 afterburners. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 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. EVER. . As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. great importance to defense in tactics. That’s how badly hardening gimps penetration weapons. Arc emitters: 100% accuracy. But if some torpedoes do get by, I wonder what is the. All Discussions. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. This can make cloaking a fleet a risky gambit if an empire manages. All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. In earlier versions of the game this bonus was described as armor penetration. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. Jun 15, 2019 @. But you should still be able to place a shield around the planet while the ring itself is also protected by a shield. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. Potentially best vs human opponents with point defense. I feel like all the space creature weapons have a use somewhere down the line. Compare with Marauders : +25% hull damage, 20 dps. Shields can be stacked higher than armour. If they are still useless, a mix of shield stripping and anti armor weapons will be better. Hull - 125% of 'normal' damage for as long as it lasts. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 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. 26. Please can you remove Shield and Armour penetration from the base game. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Only. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. It's pretty noticeable in a fight 1 vs. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. Shield strength, against full shield penetrators, is given by. That is what the anomaly says. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. 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). I'm talking things like Focused Arc Emitter, Cloud Flare etc. The test was done with disruptors against the shields, and the regular shield hardeners work, BUT the shield hardening form suspension shields do not. All Discussions. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. All targets have no weapons. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 25 days. . Also, get lots of shields since the Contingency's weapons suck vs 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. some weapons have armor/shield penetration so they ignore it. - No Armor Penetration - Lowest Base Damage. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Lance. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. It lacks the bonus to hull damage lasers have. Hardening stacking question. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 67. It'd be a considerable hard counter. It lacks the bonus to hull damage lasers have. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. Or shield and some armor plus the crystal plate. Armor reduces damage by a set percent. Yes, but that doesn't matter too much. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. + Constantly blocks a number of damage per unit of time. ajanymous2. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. They also have 50% armor penetration, so armor will be less effective. 2 fleets. In this video I explore the effe. Stellaris Wiki Active Wikis. Hull, that once depleted, destroys ship. 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. 34. Shorter reload times, higher movement speeds, but lacks shield penetration. Ideal for intercepting, escorting, and dogfighting. 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. In-combat regeneration occurs but its not a significant factor. r/Stellaris. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. 6 update. Contrary to some 'popular' opinion, they are mostly garbage. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. This page is about modding of Ships, Sections and Components. 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。. But good lord do those eat power. 44 MB. If you can, research more advanced. Auto-best is not good, it frequently makes completely nonsensical design decisions. Even a full point defence fleet would be unable to stop this many missiles. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. 1 Basics. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. One thing i have noticed though is that Shield Regeneration pretty. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. That does not mean they. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Relevant lines are here: Anti-Armor Bonuses. E. The only way to stop the Unbidden is to destroy the Extradimensional Portal. 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. Viral Cascade - Increased ship shield penetration and evasion 10. The other version is "%chance to reduce any damage from penetrating at all". So the damage per second for each weapon is the same. An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. There's no difference in Shield penetration and ignore shields. Go to Stellaris r/Stellaris. Stellaris > General Discussions > Topic Details. 33% reduction, it's 33. 13. 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. Once you. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. Related Topics. 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). 5 days. Unfortunately battleships can't equip torpedoes or you'd be perfect. shadowtheimpure. Stellaris > Discussions générales > Détails du sujet. 67. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. Stellaris fleet getting destroyed. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. “虚空恶魔”应当是早期版本的误称。. 8 battleship - particle lance and kinetic artillery, even on armor/shield. So what does that really mean? Does that mean it bypasses my shields and. enemy leans much more torwards battle ships and. They also have 50% armor penetration, so armor will be less effective. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Absorbent shield : Unless there's an unlisted modifier somewhere, there's no reason to ever use kinetics—they're just trash. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 8-15. 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. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. But next I found out "penetration shield 50%" and realized, that this is something wrong. The only quibble I might have with it is that penetration is often overpowered. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. < > Showing 1-5 of 5 comments . So using them is a safe bet. In Stellaris, if you lose the fight for the system, thats generally all that matter. Failing that, Energy torpedos, or your highest tier torpedo. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. ago. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. The other version is "%chance to reduce any damage from penetrating at all" but I don't. The bonuses are explicit for how/what they apply to. That’s 17. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Honestly shield penetration and armor penetration is pretty amazing. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Fighters - 2. Cheaper Alloys cost than armor. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. To combat this, you’ll need to. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Gunships Support 6. 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. It then gets divided by 4, presumably to make it the type of number Paradox wants. 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. If any other. 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). your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. 01 ship_armor_damage_mult = 0. 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. Unfortunately battleships can't equip torpedoes or you'd be perfect. Each transport fleet consist of 20 Android Assault Army and do not have a general. 80% damage pierce. 2 armor for every 1 shield. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Have Psionic Shields be non-bypassable. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. Stellaris Real-time strategy Strategy video game Gaming.