BrokenMidnight Apr 7, 2020 @ 11:22pm. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. cell105/Wikimedia Commons. The tracking bonus of Lasers also disappears once you get to the Large slot. tech_ship_armor_1: Nanocomposite Materials: tech_ship_armor_2: Ceramo-Metal Materials: tech_ship_armor_3:. 8 What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Distant Stars Do you have mods enabled? No Please explain your issue is in as much detail as. . Each level of extra armor gives the ship more armor, but also increases its cost and will affect its maneuverability (it becomes heavier, so more inertia). Civilian armored vehicles have a ballistic. Content is available under Attribution-ShareAlike 3. Plasma is something in between (dealing. It is most effective in protecting against shaped charges and. You can see the effect directly if you put two afterburners in and watch the numbers. Home; Guides; Code Lists. Games. The air service tested the attack aircraft against main battle tank surrogates with explosive reactive armor. They have their own armor - which is weak 2. 10 Interceptor Corvette. These images also show the M1A2 equipped with both Trophy and the new Abrams Reactive Armor Tile (ARAT) kit mounted on the tank's flanks and skirt. Build Starbase at choke points, not on all outposts. 25 is applied to hull damage, while 2. Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. since Stellaris doesn't have many super rare resources. Torpedoes can by pass shields completly. Xenomorphs. Even those provided by Pulse Armor. Related. Stellaris > General Discussions > Topic Details. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. ; About Stellaris Wiki; Mobile view Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. 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. Some Edicts should not scale with Sprawl. A complete and up-to-date searchable list of all Stellaris technology IDs. 0 unless otherwise noted. . 67. Reactive armour. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). This is separate from your Naval Capacity (shown at the top of the screen). 4. . Ditch the disruptors and other weapons that primarily work well vs shields, refit after you kill it. TLDR; Armor is better than shields the vast majority of the time. Its DPS is 4. Thread starter Lazerus Artificial; Start date May 21, 2022; Jump to latest Follow Reply. But you can shrug off kinetic artillery and auto cannons. Energy weapons generally have slightly better accuracy,. Explosive reactive armour (ERA) consists of a high-explosive charge sandwiched between two steel flyer plates, 1 which were initially designed to counteract shaped charge munitions but have since been developed to be effective against kinetic projectiles. Through illogical space magic the 'mass reactive' warhead of a bolter shell somehow knows when it has penetrated into a target, despite targets having wildly varying outer layers ranging from all types of armour and clothing to bare skin which can also be of wildly varying density and toughness, and. 25x1. Reactive Armor is a tier 5 Mercenary Bodyguard skill. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. 310 AP has no chance of going through the lower plate or superstructure; I had to load 395 apcr to contest him, even less effective as the player immediately activated reactive armor. In some games, armor is modelled as a 'resistance value', that you have to exceed in order to do damage. TheMoe. Problem is, that while Torps are ignoring shields, they suffer from PD AND Armor weakness, which reduces damage a lot. The roof appears to be an overmatch for 150mm and larger guns thoughAbout 250 tanks from the Soviet naval infantry adopted this system but reverted to simpler reactive armor (ERA). Shield Cons. A fix for the overflow problem with fleet power (Fleet Power 1) Credit to ACOT for the math involved in here; this mod simply takes their fleet power fix and isolates it. To quickly find a tech in this list press ctrl + f and type in the techs name. Official ST: New Horizons Mods. These versions also adopted most of the T-55AM modifications, included the R-173 radio set, TShSM-32PV sight, “Tsiklon-M1” stabilizer among others. 1005ES / 80 Cooldown Recovery for Guard Skills / Molten Shell on 1. 2x Armor III - 430 HP. Stellaris 3. Dragon Breath, Faster Than Light (instrumental), and Infinite Being are runner-ups. They simply didn’t have any shields or armor. Why can't we get by just looking over the corpse of ANY of the space dragons? E. I think the issue underlying your points is that the Stellaris team has struggled to introduce a game design that makes the different components not just distinct but also compelling. I am probably not going to even boot this game again. This is a very important thing to note because nanobot clouds give a %hull repair from. 0 Starter Guide. As for the reactive armor, yes the hardening modifiers stack. . First up: welcome to Stellaris and the community. Maybe ramp up Shild regen with reactive hsields to also have a build where sheilds regen 90% of incoming damage on the following tick. The ERA package is usually placed at an oblique angle on top of the base. Before moving in remember to enact Volatile Ammunition and if it is going to be a difficult fight get Reactive Armor as well. 6 beta What version do you use?. They affect various aspects of pop behavior, such as growth, migration, faction attraction, and resource output. g. Reactive Formations: tech_doctrine_fleet_size_3: Doctrine:. Except terminal egress, which gets 3 ion cannons and 4 L/L. Now just go straight to the Capital (most empires will have their only Shipyard on their Capital if you capture this you won the war). Shields provides an anti-energy layer of. 2% for hull, 5. Thus far, the only one I've encountered that actually focuses on anti. But don't sweat it if you play tall (few systems lots of tech) Don't piss off advanced neighbours. 14 items. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. Only larger weapons, medium and Large types get a small increase to armor penetration. The planet has shattered into millions of shards, spinning in a silent void around the rapidly blackening star of Ro. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. here you go, from the patchnotes of 3. The reason is, because the shields are taking a lot of energy from the reactors. Energy weapons are very effective against enemy armor. It is about equivilent in HP to 4th level armor and sheilds, but the reason you take it is there are fewer weapons that do bonuse damage to hull, and it can combo with regenerative hull tissue. Table of Content show. So in the end you damage ship with 1 armor for 2. Neutronium Ore (armor 15%) = 5 engineering (Neutron star) Orillium (explosive 10%) = 2 engineering (asteroids). When you design a ship from scratch, it starts with 0 shields and armor, but by adding defensive components you increase this value. . There are four variants of Energy Weapons in Stellaris. So having two grants you 30% hardening. Shield components now grant +50% more than before, but regen remains the same. Jump to latest Follow Reply. Stellaris. Just remove any components giving hull regen. As you’re doing that, send in. Relikt ERA features two reactives plates of the same thickness. 85 -1 = 1. For them to be truly useful, they should be attached to the space station and just add their firepower / armor / shield and HP to that. ”. if that's true, then it makes no sense to stack armor over the 90% DR cap. Ensure you use shield capacitors on ypur bigger ships corrvets id. So if you got shield hardener, then 25% is dealt to shield. This will be a slightly longer text that is supposed to explain to you the first few years of your empire, as well as give you an easy game start that will hopefully carry you all the way to the endgame. So plasmas deal almost 10 times damage vs 90% armor than something with exact same damage but no armor penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. during their activities in 2018, as well as a member of the Winds of Destruction, alongside Mistral and Monsoon. Although the approximate weight of a single container is 5-6 kg, most of the weight comes not from the containers but the supportive structure. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. But without piercing weapons, you have no choice but to go through everything. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. We’ll go over a few basic strategies to help you figure out what works for you. " Even at 100% armour pen it still reduces damage. We design and manufacture the energetic compositions, LF-2/LF-2 XA, used in many U. Legacy Wikis. What This Does: Shifts weapon damage bonuses. 0 Starter Guide. Winning battles across the stars is about adapting to the enemy's loadout and. I'd like to research specific technologies without using the finish research and research all technologies commands. Armor ratio - Amount of utility slots used for armor on ships. 2 Erudite - Intelligence 2. It doesn't have to be Explosive. Always have some point defence and flak in your fleet. Yes its more expensive. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. This means youre amount of hull points are still fairly low compared to say the max 8 to 9k hullpoints you could get with a battleship. Missiles pierce both cause fuck you. Mass drivers are in the middle; all sizes of mass driver get a little bonus shield damage, and the bigger sizes get a modest amount of. r/Stellaris. Neutronium Materials: tech_ship_armor_5. The only logical explanation is that your empire are dressing up their mascot with totally cute armor and totally pretty crystals made out of whatever spare materials they have, and feeding it its favorite Exotic. Volatile Reactive Armor: 1 Volatile Motes +25% Armor hit points By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming. The Slovenian T-55S1. Lets break down the weapon and defence components available in Stellaris. This led to a new version called T-55S1, equipped with Explosive Reactive Armor (ERA), a 105 mm gun, a new engine, a new Fire Control System (FCS) and other modifications. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. I'm not a fan of this new type of ship parameter. Xaphnir. 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. Armor = huge pool, reduce damage. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. (Regen values are now 20% of the previous values for most components. Description: After months of slaying zombie after zombie, you may feel like they’re too weak, they don’t respond to your actions, they’re just walking/sprinting things wanting to eat your brain, but that’s it. Regen bug kind of out off control. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. She claims that her race had been judged unfit by the enigmatic Celestials and had been destroyed by them. Even those provided by Pulse Armor. As the planet grows you will reach critical points where you get to decide the future of the living planet. I am probably not going to even boot this game again. ago. And balance of anti shield and anti armour weapons set up as well. Once you out-tech the AI, there's no point beyond FEs and Crisis. For the purposes of the simulation, it was scaled because the comparative simulation was perf. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. 3 Planetary Assault Craft: Cost 120 Minerals 20 Manpower 30 AlloysArmor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Playing Stellaris and EU4 Links updated for new forum March 31, 2015 Download the Fix-it-Yourself Pack for HoI. 4 that effect ground combat some. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 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. Side bonus of 80% shield hardening and 400 extra armor and shields. 0 unless otherwise noted. The tier 6 armor “Dragonscale Armor” is rarely ever seen in game at least by me. File must be called ' [insert file name here]' without the brackets. I think the only guarantee from killing the drake is a system with a lot of minerals/energy and the relic. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. 1x shield capacitor. It seems like the single, most important commodity is energy. This page was last edited on 7 February 2022, at 03:20. Railguns with 30% bonus to shields and 50% armor penetration are perfect. ElPope42 • 10 mo. 9, I don't feel the need to maintain this mod as the various starbase authors now only have a few lines of code to change to add support to ACOT. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 6 Technology List – Q to S. This is a collection of mods created by TheGrandN (Nessa) and Princess Stabbity (Princessity), the fusion of which resulted in THE BESTEST ship name of all time! Items (17) Elves of Stellaris. Armor is now considered ablative and shields deflect ballistic projectiles. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. Reactive armor is not made from exotic gas - it's made from rare crystals. The fact that Stellaris shield technology is like this, shows me that Stallaris was made by developers that have no clue about sci-fi writing. The absurd regeneration numbers are because they're docked at a starbase. 290 hull points. The Crystal Plating has one and only one purpose: defending against the Focused Arc Emitter. First up: welcome to Stellaris and the community. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. It requires 2 points in Proactive Medicine in order to be unlocked. Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage). In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. Thread starter Lazerus Artificial; Start date Jun 3, 2016; Jump to latest Follow Reply Menu We have. I'm not a fan of this new type of ship parameter. Defense Overhaul: Point Defense. This means that it is only found and harvested. This densely-slatted secondary. . ago. Armor is my focus because it is much easier/reliable to get the tier 6 version (artificial dragonscales). 85 -1 = 1. That isn't worth the cost on a frigate, but keeping a Titan or jug alive is a big deal, plus you get pulse. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. According to your statements, it looks like armor is much inferior to what I though! Battleships you want to get that sweet 90% armor bonus, then stack the rest on shields. Where's my fucking reactive armor, goddammit. The huge amount of armor prevents proper FOV for the driver and navigator. I. Externally, the T-80U mounted Kontakt-5 reactive armor. I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps. I usually end up with 2-3 ions with split shield/armor and the rest with cloud lightning. 4 Stellaris Tech Id List – F to I. The only way to stop the Unbidden is to destroy the Extradimensional Portal. Line of sight matters. sumelar. A page for describing Heartwarming: Stellaris. Agonarchartist. ; About Stellaris Wiki; Mobile viewDragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Gun batteries. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. Armor a in the presence of armor penetration p reduces hull damage by a percentage. A shipyard could perhaps have a module that uses Living Metal to speed up ship building and a small 5% material discount or something while Dark Matter could be a new defensive A slot module on ships that works like the shield capacitor and just adds +10% armor or whatever while Zro is a aim/tracking module because "psionic magic". Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. The ship has only 50 hull left. The correct behaviour would be to either not require Exotic Gas Refining as a prequisite (similar. Hull components grant less than before. It offers a completely new tech tier with an unique. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. run. Extra tips: + bigger gun -> bigger dmg. It's useless (but expensive, so maybe not that useless. Dragonscale armour too rare. 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. The first of these is called "Ocean Paradise," which starts players off with a size 30 ocean world, allowing for potential tall playthroughs. For best experience, use Neutronium armor and activate the "Volatile Reactive Armor" edict. The ships on Tier S are must have. Playing Stellaris and EU4 Links updated for new forum March 31, 2015. From wiki. This build is the dominating ship in early game. Runs the specified file with list of commands. Through illogical space magic the 'mass reactive' warhead of a bolter shell somehow knows when it has penetrated into a target, despite targets having wildly varying outer layers ranging from all types of armour and clothing to bare skin which can also be of wildly varying density and toughness, and explode inside. For the purposes of the simulation, it was scaled because the comparative simulation was perf. • 4 mo. 3 with the regen items, which will be %-based. Does that mean that 2. Description The Ultimate Sci-fi Army Pack is an upgrade of my previous mod, Better Army Types. . However, it's still buggy. It is going to be focused on PvE, but a lot of these designs will also be a. An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. Winning battles across the stars is about adapting to the enemy's loadout and. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. 5. Personally im a huge fan of the increase 200 hp armour mixed with some shields till my energy level is around 0-5. IISS estimated that the T-72B3—a variant that received a series of upgrades in the 2010s, including improved aiming system, autoloader, and reactive armor, to make it much more capable than the original T-72—was the most prevalent T-72 variant in Russia’s active formations before the war. Cerebral Daemon Jan 5, 2018 @ 9:23pm. and can't get through armor even if they close the gap. Stellaris - Can't place reactive armor in ship A slot. 50, vs Gamma lasers at 6. – #Global Ship Designs. Advanced composite materials [8] and special armor plates provide high resistance to bullets and explosives and protect the occupants of the vehicle [9]. Thus 1 armour gives x hit points per 1 mineral. 25-30K with plasma and armor piercing things (like torpedoes). climbingeastofwinter Aug 24, 2019 @ 1:18pm. Speaking of titans. Oct 14, 2022. Armor level : There would be 4 levels of armor: none, low, medium, and high. Shield hardeners are a new defensive technology in the upcoming 3. Edit: the fleet composition I used (mix of all ships) works fine loaded up with weapons detailed below. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. Non-explosive reactive armour ( NxRA ), also known as non-energetic reactive armor ( NERA ), is a type of vehicle armor used by modern main battle tanks and heavy infantry fighting vehicles. Donning a specialized custom cyborg body,. Oct 14, 2022. Natural strategic resource deposits are always visible but requires specific technology to exploit. How to Use Cloaking in Stellaris. This page was last edited on 7 February 2022, at 03:20. Shields are able to because the energy dispersal is spread evenly along all layers of shields. These IDs are usually used with the research_technology tech ID command. What This Does: Shifts weapon damage bonuses. numinos710. Returning Player Armor Hardening. The shield absorbs the 250 damage and is completly depleted. Jynn [author] Apr 30, 2021 @ 11:43pm i dunno, it's a LOT of work, because i have 6 vanilla game ship sets, and 5 DLC ship sets, each with 5 ships, and each ship has multiple section types. Reactive armor plating is a double-edged sword. NERA advantages over explosive reactive armor (ERA) are its inexpensiveness, multi-hit capability, [1] and ease of integration onto armored vehicles. There is an archaeotech building, the Ancient Refinery, that produces all 3 special resources, meaning that you will have access to the special resources edicts, namely, Volatile Reactive Armor, Volatile Explosives, Exotic Gases for Shield Boost, Exotic Gases as Fuel and Focusing Cristals, that combined with the bonuses you already have from. ago. . In general, I prefer armor for defense and hull-targeting on offense. Shields ratio - Amount of utility slots used for shields on ships. . Heavily scared humans will cover until safety. But no, we have to be lucky enough to have the dragon's hoard planet close enough we can get to it first and claim it. It also seems to prefer to downgrade its shields if it doesn't have enough power, rather than using a few top tier shields and filling the rest of the slots with armor. After activation may still need repairs and upgrades (even if it was put in mothball after you got to repeatables and have same fittings as active fleets), reactivated fleets should be refit before being 100%. Once you've got everything right, hit the Copy button and paste it into the console in Stellaris. Shields are however weak to guns cause they paint the gun bullets yellow, so they mix with the blue shields to create green damage bubbles. These ratios will get worse with later-game tech - not just repeatables but also simply because larger ships have higher armor/hull ratios with Neutronium armor and both hull upgrades than they do with Nanocomposite armor and no upgrades - plus there's things like the Reactive Armor edict. Stellaris. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. Stellaris: Armor Hardeners are very effective. Additionally, shields get the shield capacitor, so stacking shields can get to much higher numbers to protect your ships. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. Living standards are a measure of the quality of life and happiness of the pops in Stellaris. 5 Living Metal +50% Megastructure build speed Living Metal technology Sep 14 @ 2:53pm. ago • Edited 6 yr. The only fix for this is to lower the number of total armies in your empire, including defensive armies. Stellaris technology list and IDs cheat. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 1. View this video if you want to see just. And running armorless puts you at risk of being run over by a fleet of torpedo corvettes. Shields can be stacked higher than armour with. Buy some Motes and declare war. You should prefer weapons that have the largest modifier, as they scale better. 3. The Stellaris Command Limit is just another phrase for how big your individual fleets can get. Keep them under this overflow cap and the outliner will once again show your assault armies. Stellaris technology list and IDs cheat. The way they work is that any damage you take is subtracted from shields first, and only when all shields are gone, armor will be damaged. Maybe ramp up Shild regen with reactive hsields to also have a build where sheilds regen 90% of incoming damage on the following tick. Physics research area comprises the fields: Computing, Field Manipulation and Particles. ; About Stellaris Wiki; Mobile viewIronically, there is an advanced armor option known as Dragonscale Armor. It'll be worth more in 3. So if ship have 10 armor and you deal combine damage from three weapons for 35, your actual damage will be 25. You can massively exceep fleetcap via mothballs. (I doubt this is the case, but it could be possible) The shield absorbs 100 damage, the armour absorbs 100 damage and the hull absorbs 50 damage. Personally I've been toying with the idea of seeding my fleets with corvettes and destroyers filled with nothing but point defense, which should leave a real good amount of power and room left over for lots of armor and shields. I have both the K13 Engineering DOff, as well as different quality Research Lab DOffs, but none of them are populating into the DOff slot for the project. Ships consists of three basic components: ship_size – #Ship Sizes. 1 It apply on each hit with every gun. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. Description. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. But i wonder, is there ever an Amount of planets, empire size etc. Stellaris Wiki Active Wikis. Stellaris - Can't place reactive armor in ship A slot. Description. the armor is chance on kill it's a rare tech that may or may not appear after killing the drake. armor, shield, and damage also apply to defense platforms. They could just use the anti-hull torpedos and autocannons and shred your ships. After entering combat and after retreating, the ships had normal repair values (5. They are more hp than shields. For instance a "reactive" shield would 100% negate all incoming strike craft (think of the shield spiking outwards to contact the metal strike craft). 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. This is solely due to the addition of crystaline armor in youre case. 2 3. 8, the author of that patch mod wrote, "as it is much more simple to add compatibility to the buildings and modules since Stellaris 3. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Universal Wasteland Expansion sets out to expand the world of Kenshi in many ways. As for the reactive armor, yes the hardening modifiers stack. Corvette spam and frigate gank squads have their place, but cruisers and battleships are the way to go. Not sure how it will fair with the changes coming in Stellaris v3. And to make it so they'd need only 1 DS armor plate to reach 90% you'll need so many repeatables you'd already have won the game even as OPE. Losing hull points but not armor points [SOLVED] I'm looking at fleet that just survived combat almost entirely intact, no lost ships, shield percentage is already 100%, armor value is 100%, BUT the hull value is 97%. Your ships are armed with missiles, and you run Volatile Explosives/Volatile Reactive Armor when you declare war (which is as often as possible). I recommend the Extra Ship Components mod, it adds an upgrade version Repair Drones which consumes a bit of power but gives a percentage repair. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. Relikt ERA features two reactives plates of the same thickness. I've unlocked the Reactive Armor Catalyst item through mission, and am at Level 15 in Engineering, but it won't let me craft it. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons. synthetic God and birth of a star. Forums. The M1’s frontal armor completely outmatched most early anti-tank missiles and proved impervious to the standard 125 millimeter armor piercing shells fired by Iraqi T-72 tanks in the 1991 Gulf War. 5 Stellaris Tech Id List – J to P. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing. research_technology <Tech ID>. •. Think of Stellaris combat as a big game of rock, paper, scissors. 25 is applied to hull damage, while 2. and International Reactive Armor vehicle systems and we are a leading manufacturer of Explosive Reactive Armor (ERA) kits. So you get a bit of 'overall coverage' so at least nothing will just easily hard counter it. e.