Stellaris armour hardening. 32 to armor, 9. Stellaris armour hardening

 
32 to armor, 9Stellaris armour hardening  Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr

i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 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. r/Stellaris. Cheaper Alloys cost than armor. Lasers do 6. Although, in 1. 67. *Archeoengineering should allow the acquisition of null-void beams. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. E. " Even at 100% armour pen it still reduces damage. Depends on who you're fighting. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). My enemy has mountains of torpedoes (no neutron launchers). With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. . The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. . Torpedos now deal more damage the bigger the target. majdavlk • 2 min. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. A lot of good weapons bypass shields where as only a few bypass armour. Wooden-Many-8509 • 22 min. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. +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. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. Over time they became the only remaining force that mattered with well over 100K fleet power. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. So raw HP gives you better or same than the others, and always works. It is developed by Paradox Development Studio and published by Paradox. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. Go to Stellaris r/Stellaris. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Below is an example of what I found out while testing ship combat. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. 0 unless otherwise noted. 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 one resource). Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. 3. ) This trait gives +10% fire rate, +10% armor hardening. 0. Current Stellaris Ship Meta (for v3. View this video if you w. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. Stellaris Real-time strategy Strategy video game Gaming. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. E. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 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%. Of course you have to actually build the platforms for that to matter. Also adds passive repairs and minor amounts of armour hardening. So I think that it would be fair to nerf all the sources rather than to remove them entirely, like some minmaxers seem to be suggesting. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. Sohei May 14, 2016 @ 7:44pm. Go to Stellaris r/Stellaris. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. Also, shield/armor hardening could make a disruptor-based. Yes it's worth it. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 4 or 3. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Yes they stack. r/Stellaris • 6 mo. In singleplayer you can just mass these, the AI will never counter them. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Armor is definitely the way to go. Living Metal and Zro are kinda weird resources because they have very few uses. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. Just what it say on the tin. Generally I do full armour except on one slot, which is shield. I'm not a fan of this new type of ship parameter. Total HP = 2853 with 5. 1x shield capacitor. 0. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. 1 comment. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Early game of course I do the classic hangar DP, since they easily counter small ships. Stellaris has always had an interest dynamic between the Tall vs Wide approach. Stellaris. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. An edict to specialize in a branch of research sounds fantastic. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 50, vs Gamma lasers at 6. TLDR; Armor is better than shields the vast majority of the time. TTundri. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Here are the complete notes for Stellaris 3. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. Stellaris. No. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. 5. 64. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. 10. Armor does not reduce damage to shields. About this site. 6 is now available on PC. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels of. . Perhaps if Stellaris introduced manpower, it could make things work better. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 6 “Orion” update includes many changes to combat. Legacy Wikis. View this video if you want to see. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. #15. I’ve only fought against normal empires so far in 3. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. 100% is ideal value - as it would protect you from penalties from hull damage. ago. Some weapons do bonus damage against shields. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. You need DLC to use this item. This would make it very useful on fleets and starbases based in Pulsar systems as well. bonus kinetic damage or armor plating if built at a starbase with a netronium building. 1. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Larger ships have more. Related Topics. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. . It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. It just misses an icon. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. Stellaris/commonfederation_perks. 8 FogeltheVogel • 7 mo. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. Inversely scale hardening module impact against hull size. Also, Fortify The Border edict should be greatly buffed (with military. Side bonus of 80% shield hardening and 400 extra armor and shields. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. And shields are better since you don't have to go back after every fight. gautam_jat • 6 mo. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. -Completely rewritten and updated for Stellaris 3. 0 - Orion #####. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. 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. Content is available under Attribution-ShareAlike 3. Side bonus of 80% shield hardening and 400 extra armor and shields. ##### ##### VERSION 3. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 9 ‘Caelum’ Patch. However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. I really don’t remember. Stellaris Wiki Active Wikis. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. If your post has been moved here from another thread, please re-read the thread rules and feel. 2x regenerative hull tissue. PvP is where the fleet composition you use matters a lot more I think. And if they have, armor is better than hull against kinetic batteries. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The other version is "%chance to reduce any damage from penetrating at all" but I. The ship components look nice and ll but in the end you have weaker ships. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. ago. 25) gets tanked instead (meaning shields take 6. • 3 mo. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. So having two grants you 30% hardening. Living Metal and Zro are kinda weird resources because they have very few uses. 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. Just had a random thought here. and a huge stack of armour. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. 75 to armor and 6. Q1. 5 days. I think the drake was +10 happiness to all planets. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. Both are late game anyway so doesn't matter. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. Community Hub. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Below is an example of what I found out while testing ship combat. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 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. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). The. But that is only even taking into account the enemy damage types. • 5 mo. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. 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. 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. 8 Fleets. ; About Stellaris Wiki; Mobile view Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. 6 "Orion" open beta. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. . Kranchan. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. There's not really that much you need in terms of utility components. *) Fix the modifier issue after the 2. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. #15. About this site. If you become the crisis swarming becomes possible. 01 base, 12. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. It looks like tier 5 armour is better than crystal, maybe even tier 4. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. As for the aux slots Always use the accuracy bonus. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. The amout of armour one can put on a ship is determined by the armour rating and the percentage. Discussion So which one is best based on your experience with the game so far. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. 6;Mix Frigates in, that have a bit different behavioral profile. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Stellaris. Please. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. This is separate from your Naval Capacity (shown at the top of the screen). And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. This mod is a global compatibility patch for Stellaris 3. Artillery/Carrier remains a powerful fleet design in 3. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. The other version is "%chance to reduce any damage from penetrating at all". Interact with diverse alien races, discover strange. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. Guns are still damaging to armor, just weak against it. Guaranteed Ascension Tech 3. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. g, 100% penetration vs 75% hardening means 25% of the damage goes through. And balance of anti shield and anti armour weapons set up as well. csv Looks like they have potentially powerful shots but no. 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. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 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. You can get some hardening on day 1 from Admiral traits. Content is available under Attribution-ShareAlike 3. It makes no immersive sense. Man creates worst battleship in stellaris. 6x Crystal plating - 1650 HP. Equip an ancient suspension field 2. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. I've put about 100-150 hours into the game but have been slacking. Not on corvettes though. and a fair amount of sheild and armour hardening. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. *. 34 average damage. It looks like tier 5 armour is better than crystal, maybe even tier 4. except corvettes since they only have 3 slots, they use 2 armor 1 shield. I'll do that then ~ and thanks; the. (Mind, I'm not actually sure if this would preserve the clone army trait. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. 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). Are extremely powerful vs AI. E. Losing 100 Ar or 125 Sh to get 65 Hull. 6. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. 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. 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). If you're using disruptors they also bypass armor (basically direct hull damage). Stellaris has now only Armor and Missiles. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 32 to armor, 9. E. Field Manipulation - Tier 5. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. Armor could give you lots of hit points, doesn't use power, but reduces evasion. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. Lets use small weapons as an example. Added new aux components that use Exotic Gases, Rare. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Add a Comment. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. WolfsunEvasion: chance to negate any damage in combat. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. . Tactics Forever, before the dev put it on Steam and then gave up on it. Stellaris has a rather cheap upgrade system, where its easy to switch designs. #1. At which point it still doesnt offer enough to be valueable. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. 6 “Orion” update includes many changes to combat. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. I personally play cooperative multiplayer and that’s the most of it. It looks like tier 5 armour is better than crystal, maybe even tier 4. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. 34. Some weapons do bonus damage against armor and have armor penatration. Not on corvettes though. Shield hardeners are a new defensive technology in the upcoming 3. There is no better - you need to figure out what your enemy uses and try to counter it. Shields are generally better for long campaigns while armor is better for that big battle. Then I'm still waiting for mine lol. Nanomissiles ignore shields and armor, fire rate is 0. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. gautam_jat • 6 mo. Large. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers.