Shield hardening stellaris. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Shield hardening stellaris

 
 Added new aux components that use Living Metal or Zro to provide late game armor and shield hardeningShield hardening stellaris Below is an example of what I found out while testing ship combat

With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. #2. 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. There's not really that much you need in terms of utility components. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. So yes they do deal double damage to corvettes. ago. So the base power and damage output of AC1 is 30% higher than Coilgun2. oppressive ways of gathering food. That'll teach 'em. Active Wikis. Tried again, happened again. Ancient Pulse Armor (and other ancient armaments) are impractical. Stellaris. 25 shield hardening and . I don't see why the ring can't also generate a shield while hardening the shields in the system. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. 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. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". Restrict it to all military modules and give it access to better military modules, greater module capacity, innate shield and armor hardening, several X weapon slots on the hull itself with maximized. last week. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. #23,663. It's a bit slower than shield reg, but your fleet starts each battle at full health. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 2x Crystal plating (hull HP booster) - 550 HP. Had no reason to. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. So 2x Adv Shield hardener for 50% hardened shields. This mod is a global compatibility patch for Stellaris 3. The AI empires just can't keep up late game, so the only real challenge after year 200 is the end game crisis. Big sad. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago. 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 before submitting the new version to the. A new Stellaris update 3. All Shield components draw double power but provide nearly double shields, and all ships have 15% baseline shield hardening. Because of the large bang torpedoes destroy ships, instead of small weapons leaving chances to get away. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Equip an ancient suspension field 2. The Stellaris 3. Its not oppression. For downside traits, Unruly and Deviants are the best. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. g. Reply. Promethian Mar 12, 2019 @ 7:28pm. It’s sort of trend in strategy gaming…A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Q2. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. Yes it's worth it. g. I've started throwing a single archaeo shield onto my ships for the extra shield hardening, which seems to be helping a fair bit as the ai starts flying disruptor/arc/carrier fleets. Legacy Wikis. I've found in. The Stellaris 3. 75 to armor and 6. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. except corvettes since they only have 3 slots, they use 2 armor 1 shield. +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. 2 comments. It gets deleted when the colossus is used. E. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Thank You! I thought it was a. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. The shield regen is just insane and my. I've had trouble figuring this out exactly, but this is what it looks like. Generally you should mount a higher ratio of armour anyway. Stellaris is a sci-fi grand strategy game set 200 years into the future. Just don't expect much from Corvette shields. Cloaking disables shields. You can see that by putting two afterburners or shield capacitors on. Shield hardening needs aux slots (same problem - you probably don't want to lose them), or Genius Armorer, or Ancient Suspension Field (this is the. Not on corvettes though. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. 7k a piece. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. . Legacy Wikis. armor an shield hardening definitely help ship survival vs missiles and disruptors. Can't terraform Mars then. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. It averages at 850. It seems like the GamePass (Ultimate, for PC) edition contains the DLCs, but I'm not sure. 1) They added Shield/Armor Hardening mechanics, giving different means of defense against piercing weapons (however these are very limited for ships with 1 Aux. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Don't forget to turn. The other version is "%chance to reduce any damage from penetrating at all" but I. Cloud lightning battleships are really cheap to build for what they do, so they'll perform well according to the "performance vs alloy cost" metric. L gates are different though and they can still enter from the closest I gate into the cluster and go through your L GATE gateway. Only by about . The. 30% armor hardening on top cuts it by another third. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The Stellaris 3. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. E. 7 throwing this strategy out the window. 6x Crystal plating - 1650 HP. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. PSA: Menacing ships do cost minor artifacts if you slap archeo-tech on them. events. Toggle signature "And as the 34th Rule of Acquisition states: 'Peace is good for business. There are also more. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Armor a in the presence of armor penetration p reduces hull damage by a percentage. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It averages at 850. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. It may not be the strongest of origins, but when you play to its strengths it can cover all of your resources with just merchants and scrap miners. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Stellaris Wiki. Best. Mining lasers are now classified as Brawling weapons. Cons: Absolutely terrible against the Prethoryn, but if you get those you can easily switch to lasers, plasma, tachyon lances, neutron launchers etc since energy repeatables are for those too. ago. If you go into a system with shield negation, you average them out for the value of your shield. Open cheat menu, type debugtooltip (or debug_tooltip can't remember), open your empire screen and hover over the name. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. The wiki doesn't say anything about them having point defense. Discussion. Depends on who you're fighting. There are many ways to bypass the shield, and armor can also get hardening (as there are also ways to bypass armor), and you should focus on only one hardening to make it actually viable. No. . mcb0001. That's good, but not great for an ascension path. Shield regen in battle used to be in the game, but they removed it because shield tanking was hands down the best defense available. Are they there but hidden?Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Autocannons are extremely short range. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. The Crisis ships like the Unbidden should have shield hardening and the Scourge should have Armor Hardening, and the Fallen Empire should definitely. Increased the base damage of Flak PD. Stellaris: Armor Hardeners are very effective. 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. There's no reason for these things to be mutually exclusive they're not op. Description. Their faces are melting so lovely and the screams music to my ears. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Attack the ship with a shield penetration weapon 3. 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. Here are the complete notes for Stellaris 3. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Stellaris Real-time strategy Strategy video game Gaming. - Significantly reduced the bonuses from precursor planet features (deposits) - Reduced the chance for precursor modifiers to spawn on habitable worlds. +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. Further, with 30% Armor Hardening your corvette has 286 EHP. With 60% Shield Hardening it has 500 EHP. Instead of making a one-off attack, though, they stick around, firing every so often at their targets. There's no difference in Shield penetration and ignore shields. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. 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. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Tactics Forever, before the dev put it on Steam and then gave up on it. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. My ships have self healing hull and armor so they are full hull and armor but their shields wont regen. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. I think that crisis, FE, AE, leviathans should have hardening. This page was last edited on 23 March 2022, at 17:16. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Its just farming. Larger ships have more. Think of standard gateway usage as taking a transponder. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. There is also shield and armour hardening to consider. In the olden days of stellaris when the resources were only available as deposits and gave empire wide buffs they felt a lot more like. I get this idea that cruisers are smaller battleships and are ditched the second you get battleships. All shield points are negated when using stealth. . Subspace Hardening + Hypermatter Augment + Adaptive Hull (come at me bro levels of armor) Angel Shield (honestly my backup shielding) Shield Hardening (Angel Shield becomes stupid powerful) Goddess Halo (turns Storm Envelope into a fleet-killer and removes the drawback of Angel Shield's limited cover)Stellaris Dev Diary #318 - Announcing Astral Planes r/Stellaris • When I start a megastructure and activate the edict that speeds up megastructure construction halfway through, will it still speed up the remaining construction?{"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. So Eternal Vigilance combined with Archeoengineers (for the Ancient Rampart and 100% hardening shields) combined with Unyielding can produce starbases that punch above their weight in the most grotesque ways imaginable (like a 200k starbase wiping a 1 million crisis fleet without taking any real damage. No. I wonder how good would it be against missile swarm cruiser spam. 13. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. Armor hardening is better and easier to get than shield hardening. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. 1;. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. I've had trouble figuring this out exactly, but this is what it looks like. Its reduction in alloy cost doesnt make up for the difference anymore, and its important to remember you still. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Decreased the base damage of explosive torpedoes. 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. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Third, buff the hardening components. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. . This mod adds base hardening to shields and armor, increasing with their tier. . 0 “Orion”. Battle ships are your heavy carriers and artillery weapons. In the default galaxy map mode, subjects have the same color as their overlord. 7 throwing this strategy out the window. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the. As for the shields and armor (Suspension Field and Pulse Armor), they have hardening characteristics. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. Stellaris Real-time strategy Strategy video game Gaming. I chose corvettes for this as they get more free shields and armor per fleet cap from this than any other ship. PitiRR. From wiki. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. Strictly speaking, I haven't found a lot of use for. In this video I test out the new Armor Hardeners which is part of the new 3. Stellaris. Stellaris: Suggestions. ( stellaris noob) i dont have dlc so idk if that contributes. == General ==. As for the reactive armor, yes the hardening modifiers stack. Cool. g. " Even at 100% armour pen it still reduces damage. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 29. I fly with a combination of torpedoes and stormfire cannons. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. #4. Stellaris. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. 1 jump drive range to ships in the system. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. This will not only help balance armor vs shields. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Interact with diverse alien races, discover strange. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. Battleships are around 11. Go to Stellaris r/Stellaris. . 9K health and 20% evasion. It means it ignores shield and does damage. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up. 189 commits. But it also penetrates armor by 50%. the wiki doesn't have one but I would imagine just "clear" would work if anything is going to. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. The nano missiles and saturation artillery are flatly excellent. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. Small ships can't do it no matter how much you try. 6. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Shield nullification. Ironically, there is an advanced armor option known as Dragonscale Armor. It should say what event you got. It is also used for the Nanite Repair System Auxiliary slot - which is over twice as good. 5 Q3. Ograe • 5 yr. Explosive Missiles Balanced MK 1 Concussion Missile. Go to Stellaris r/Stellaris. Relic fighters + some normal artillery = a fun combo, Relic fighters **melt** corvettes and woe to any corvette that puts on shield hardening when the swarm missiles come knocking Relic Lasers can wreck through heavy armored ships that the AI uses, however i never bothered to slot them as i'd prefer longer range weapons in every slot. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. My ships slots are half armor, 25% crystal, 25% shields. Stellaris: Tech. Attack the ship with a shield penetration weapon 3. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better,. Added new. 34. Add a Comment. Added new. 7% shields/day, or 250 out of 35834. " Stellaris Mods Used: Extra Ship Components 3. Don't forget to turn. Apart from this, Stellaris patch 3. Best. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. 2x Armor III - 430 HP. Meaning you can get 100% hardening on a large ship, pretty easily. Stellaris. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Stellaris Sub: Look at how I stack all these modifiers to make the most meta build and roflstomp the AI which barely is able to comprehend its own game!Go to Stellaris r/Stellaris. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. I repeat, 100% shield hardening. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Jump to latest Follow Reply. It's a. I will make sure to explain this a bit better when its time. R5: Found a choke point on a pulsar that gives 100% shield nullification. Eventually became the last bastion of freedom in the galaxy and was struggling to hold back the hoard when the Khan suddenly died of disease. Couldn't say for stellaris, used console in most paradox games but never have for stellaris yet. I like shattered ring. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Shield strength, against full shield penetrators, is given by. Solovyev-Pavel update ESC Unbidden spawn logic. You have Focused Arc Emitter for a big damage weapon against large ships, Strike Craft. Very strong isn't helping with research. Ograe • 5 yr. . Megacannon is 40% more DPS and 1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. For individual ship designs, I set a theme for each one. Was wondering if this also applies to archeo. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on my ship designer under shields. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Shield/ armour hardening So I know hull is the go-to, but currently with repeatables my shields and armour are up to about 1. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Early game of course I do the classic hangar DP, since they easily counter small ships. 25 days. 25 days. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. Damage redirected to the hardened component. Basically arc does 25% damage as shields are enough. > Solar system scaling submods for the primary version have been updated and should work with this mod. g. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). I'm assuming the. Description. . 7% shields/day, or 250 out of 35834. Choose between 5% more hit points and 15% hardening for either shield or armor, or 10% more hull hit points. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Until shields are 3x hull, it means every point of shields must be stripped prior to destroy the target. Upload Attachment EDIT: the philosophy this is based on is pre-3. MuffinFIN • 5 yr. • 20 days ago. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield hit points), but also gives each defensive platform +25% shield hardening (and +25% shield hit points)! And there's a new shield-alternative, the Ancient Suspension Field. Because the star base gives 50% hardening if I remember correctly, you can see that as 5000 fleets, which takes double time to eliminate the. ; About Stellaris Wiki; Mobile viewWelcome to this week’s Stellaris Space Guild Help Thread! This thread functions as a gathering place for all questions, tips, bugs, suggestions, and resources for Stellaris. Well, this is that. Upload AttachmentEDIT: the philosophy this is based on is pre-3. No need for armor or PD then, just put 7 of them on a Cruiser or Juggernaut and fill the rest with regular shields.