For best experience, use Neutronium armor and activate the "Volatile Reactive Armor" edict. 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. We’ll go over a few basic strategies to help you figure out what works for you. Reset All Arguments. View this video if you want to lea. This is a writeup on the best ship designs in Stellaris v 3. 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). Stellaris Zero is a mechanics overhaul mod focused around overhauling the internal management aspect of the game. 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%. It pops up as an option, same as the egg. 1 Large Neutron Armor gives 1740 armor. 14 items. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Koweezo. The AD-1 was upgraded with the new V-46-5M engine from the T-72. Ancient Pulse Armor (and other ancient armaments) are impractical. Reactive Armor Set | Elder Scrolls Online Wiki. 50 is applied to just the hull, I assume?1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. Each faction, including the misc, has a single trait that will enable all the. Lets break down the weapon and defence components available in Stellaris. Nearly all "special" AI empires build anti Shield. Maybe ramp up Shild regen with reactive hsields to also have a build where sheilds regen 90% of incoming damage on the following tick. I just went and tried to fight off those Angry Asteroids that can spawn in a system, the ones that only shoot out small strike craft and have 1k power each, and my fleet of nearly 8k could not kill them because they were regeneration so fast. Total HP = 2853 with 5. 17 times the amount of shield power, then it. 3 and not seeing any issues. I know that food is only consumed and i should aim to be at +-0 per Month. Please explain your issue is in as much detail as possible. I'm creating this thread as a catalogue of bugs and exploits present in the current 3. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. AI personalities [edit | edit source]The frontal armor is absurd. Lance is a "T3 Tech" (starting at 3. Reactive Armour for kinetic, directed forcefields for energy weapons and. The command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. 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. Putting a mining station on it will eventually provide two special rewards (MTTH 600 months): Enable researching of Tech Artificial Dragonscales, the only Level 6 Armor. Once you out-tech the AI, there's no point beyond FEs and Crisis. Just use a balanced approach when it comes to shields and armour. 3. 1000 bullets do not add up to a SABOT round. ; 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. It could be that neutronium armor is incredibly thin, so there is less than 1 cm of neutronium. Living Reactive Armor: 30 1: 25 +25% Armor Hardening: Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. 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. Three grants 45% So by using nothing but armor and large plasma cannons on the defensive platforms (if you have living metal, you can even harden the armor with reactive armor auxillary modules) you can counter any ship that enters your territory regardless of loadout (you could also got for crystal plating instead of armor modules to get very cheap defensive. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Xentronium Armor is not part of Stellaris itself. The Star Hold launches fighters, but they quickly get killed because they have barely any armor; The attacker destroys the platforms one by one. Basics. How to Use Cloaking in Stellaris. Home; Guides; Code Lists. Discover a Dragon Egg and get the option to smash it for 300 Influence or issue a special project to incubate the egg and hatch a Young Drake. But i wonder, is there ever an Amount of planets, empire size etc. Once you have the console open, you can enter any of the below codes to get the desired cheat to activate: activate_all_traditions – Activates all Traditions. People Playground mods download. the armor is chance on kill it's a rare tech that may or may not appear after killing the drake. To compensate this a submarine scope was salvaged and integrated into the cockpit. Yes, I killed the dragon and reanimated him, getting both a super early dragon to destroy my enemies with as well as the dragonscale armor (after killing him, 3 small dragons attacked the neighbouring system and their debri had the armor), so the only thing I missed out on were the small dragons, but lets be honest they are crap anyway and require living metal. This page was last edited on 7 February 2022, at 03:20. And balance of anti shield and anti armour weapons set up as well. You can see the effect directly if you put two afterburners in and watch the numbers. g. After all it is better to field 100 cheap battleships than 80 armored ones. An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. After some time, the Star Hold is finally destroyed. None (default), ECM, Reactive. A complete and up-to-date searchable list of all Stellaris technology IDs. Crafting Reactive Armor Catalyst. Energy weapons are very effective against enemy armor. 6 update. Related. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. That isn't worth the cost on a frigate, but keeping a Titan or jug alive is a big deal, plus you get pulse. 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. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. Thus 1 armour gives x hit points per 1 mineral. 0 unless otherwise noted. The ship cannot take damage for a whole 10 days before it regens. 3] Armor Regeneration ist too fast. Economics is everything in stellaris if you have more ships you win. Defense Overhaul: Point Defense. This is about "Here be dragons" origin, not Etherdrake or Shard. #2. Jump to latest Follow Reply. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. All shield points are negated when using stealth. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. ; 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. 33 Badges. At level: none, the ship has no armor, so the armor type does not matter. Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. Thus far, the only one I've encountered that actually focuses on anti. 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. The German government last fall essentially financed the transfer to Ukraine of 28 M55Ss, by giving the Slovenian government. 0 unless otherwise noted. Mar 12, 2023. Railguns with 30% bonus to shields and 50% armor penetration are perfect. This mod is not Iron Man compatible! If you would want a ZoFE like experience, it is recommended to use Dawn of Ascension (DoA) which has built in compatibility with this Mod. It combines all the previous armies, tweaks them, and adds many more through the use of traits. 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. Also I think the best combination is to use armor + hull utility slots, and not using any shields. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Business, Economics, and Finance. Experienced a 3+ year fight between a starbase (with regenerative hull plating) and the shard where neither side was able to kill the other. However, shields are cheaper and regenerate automatically. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. 7 days. It requires 2 points in Proactive Medicine in order to be unlocked. Professional_Neat809 • Shared Burdens • 10 mo. Armor reduces damage by a set percent. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. Stellaris > General Discussions > Topic Details. No, all fights were in non-pulsar systems. The L-Cluster is a cluster of stars located north-east of the galaxy and entirely inaccessible through the regular hyperlane network, experimental subspace navigation, or jump drives. Almost every side of the dreadnought has a 20 cm layer reïnforced steel realligned with reactive armor spots allowing for protection of critical points. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. This reaction is interesting: You get +20% society research bonus for 20 years, in exchange for ending the situation early without the normal reward. Generally you should mount a higher ratio of armour anyway. E. 2x Crystal plating (hull HP booster) - 550 HP. r/Stellaris. Thus far, the only one I've encountered that actually focuses on anti. " The T-55 AM was designated T-55AMV when fitted with reactive armor. The ship dies when the hull hits 0. If you had it, all your ships will regenerate armor and health even if they didn't have special modules. 4 that effect ground combat some. Shield strength, against full shield penetrators, is given by. There's about a 10 day delay though. Think of corvettes as an expandable screen. if that's true, then it makes no sense to stack armor over the 90% DR cap. This page was last edited on 21 May 2022, at 20:12. ; About Stellaris Wiki; Mobile viewIronically, there is an advanced armor option known as Dragonscale Armor. That's a bit too subdued. Physics research area comprises the fields: Computing, Field Manipulation and Particles. And running armorless puts you at risk of being run over by a fleet of torpedo corvettes. Agonarchartist. NPC | Reactive humans | Adds humans with simple AI, and allows you to control creatures (NOT REACTIVE) by clicking X on them. Shields in stellaris can even regen in combat as long as the particular ship using them isnt shot at for awhile, which admittedly is fairly uncommon but. . Seems like armor got a massive buff. The Russian Terminator has a turret with twin 30-millimeter autocannons. 4. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. If you know your enemy is using missiles, you run as much PD as you. It's actually 0. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. I personally play cooperative multiplayer and that’s the most of it. Megastructures are colossal constructions. Oceanseer • 4 yr. . Let's div. Plasma cannons and disruptors seem to be the extreme anti-armor and anti-shield weapons: Even the small-slot plasma cannon ignores 60% armor, while disruptors of all sizes do +200% damage to shields. kinetics hit shuilds and presumably suck energy from the shuilds capacitors or. Stellaris. There's a very similar problem with tanks, and one solution. 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. FEX, Leopard 2A5+ turret wedge armor is "reactive" in that it flexes and wobbles while an attacking projectile is passing through, exerting shear and bending stresses that distribute the projectile's energy over a larger area, thus reducing the maximum crater depth it could. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. Once you have 10-20 repeatable. They have their own shield - which is also weak 3. Most of Stellaris's history is unknown or clouded by mystery. Upset-Pipe-6535 • 4 mo. Reactive Formations: tech_doctrine_fleet_size_3: Doctrine:. KNiko1 • 2 yr. Want your armor to be ablative instead of reactive? Don't worry! There is now a mod for that! What This Does:. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. Before moving in remember to enact Volatile Ammunition and if it is going to be a difficult fight get Reactive Armor as well. the wiki claims that armor penetration directly affects the damage reduction, not the integer armor value that is translated into damage reduction. Xenomorphs. A mod probably added it, as a callback to the Master of Orion games. We design and manufacture the energetic compositions, LF-2/LF-2 XA, used in many U. 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. Description The Ultimate Sci-fi Army Pack is an upgrade of my previous mod, Better Army Types. @Tovius However as of Stellaris 3. With everything from political parties. 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 total weight of reactive armor kit can be up to 1. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. With energy weapons. This Interceptor Corvette design is a good starting point as it is relatively cheap and reliable. Gun batteries. As an example, an empire with 0. Megastructures are colossal constructions. That fixed a lot of problems. 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. Also, shield/armor hardening could make a disruptor-based. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. In the wreckage on a small shard of the world, a lone figure sits quietly tending a small seedling growing between the rocks. BlackUmbrellas Field Marshal. The Game does not see Neutronium Armor as obsolete after unlocking Dragonscale Armor Game Version 2. What This Does: Shifts weapon damage bonuses. Content is available under Attribution-ShareAlike 3. Not so much against enemy shields, though. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. . 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. ago. They have their own HP - and that too is weak. 50, vs Gamma lasers at 6. . Small rant. 1-6. How any hitpoints per armour point? Its the same as the cost effectiveness for T1. 50, vs Gamma lasers at 6. This seems to me, to be that the developers are anti-shields because shields are always, in any sci-fi universe 1000% better. TLDR; Armor is better than shields the vast majority of the time. Plasma is something in between (dealing. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Ok this is pretty clear, and more or less what I expected. They wont attack creatures that they. The game was good though. Haven't seen that yet, but I might have not been paying attention; I could see it happen, on. The mod also has nanite armor (or nanite dragon scale armor if you're lucky) that gives a static armor regen but also consumes power but stacking those will give you a reasonable self repair. Heavy Armour Vehicles Cost: 300 Minerals 40 Manpower 60 Alloys Damage: Morale Damage: Collateral Damage: 250% Health: Upkeep: 10 Credits Manpower 0. Natural strategic resource deposits are always visible but requires specific technology to exploit. As for the reactive armor, yes the hardening modifiers stack. 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. 25-30K with plasma and armor piercing things (like torpedoes). (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. The Slovenian T-55S1. Starbases lack PD weapons and Fighters only counter Fighters now. 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. ago. Simply, shields grant total damage mitigation in a small pool. The ERA package is usually placed at an oblique angle on top of the base. ago. cell105/Wikimedia Commons. 4. Additionally, shields get the shield capacitor, so stacking shields can get to much higher numbers to protect your ships. Homeworld: Conquest Jun 30 2022 Released 2018 Grand Strategy A total conversion mod for Stellaris set in the Homeworld universe. Highlights include: -. If you face an enemy that uses bypass weapons like disruptors then you should replace an afterburner with a reactive armor component or have that councilor trait that grants armor hardening, or both. 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. Ironically, there is an advanced armor option known as Dragonscale Armor. 5 Living Metal +50% Megastructure build speed Living Metal technology Sep 14 @ 2:53pm. The effective health pool of armor is just quite massive against those go to weapons. First off, why are there not different types of shields (EM Spectrum Shielding, Metaphasic Shielding, Kinetic Shielding etc). Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage). This was an improvement over Kontakt-1–which used an add-on array of explosive filled shingles. However, it's still buggy. Reactive Armor is a tier 5 Mercenary Bodyguard skill. r/Stellaris. 1. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). . )DS adds one of the most advanced Nomad-origins of Stellaris. If you aren't specifically building your ships to do that, there is no point in using it and armor is preferable. But competitive Stellaris, is complete toss. A ship_size has a list of slots that can have sections attached to them. Its DPS is 4. In this video I explore the effe. ; About Stellaris Wiki; Mobile viewNov 9, 2023Description Looking for a more EVE-like weapon setup? Think shields should be kinetic deflectors like Star Trek and Mass Effect? Want your armor to be ablative instead of reactive? Don't worry! There. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. And now Living Metal is just for megastructures. 10 Interceptor Corvette. Douglasjm. The effects of each option: Construct a better container: Delays completion of the situation, and the resulting reward, but the reward amount will be the same when you finally get it. They don't take up naval cap, they can be configured as speed bumps and reactive armor to protect the station (point defense standard platforms, ion gun platforms + range module in station), and their armor can be improved through rare techs. Source: cell105/Wikimedia Commons. She claims that her race had been judged unfit by the enigmatic Celestials and had been destroyed by them. Nearly all "special" AI empires build anti Shield. activate_tradition [tradition id] – Activates a specified Tradition. " Even at 100% armour pen it still reduces damage. 13. Gauss cannons and artillery now destroy ablative armor (dealing kinetic+explosive damage). As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing;. I know you can research the debris after killing the Sky. 1x regenerative hull tissue. Specialise in science, or production, and shape your living planet forever. Donning a specialized custom cyborg body,. 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. If you mean by penetration resistance, then yes. Reactive Formations 90->112. Star Trek and all related marks, logos and characters are solely owned by CBS Studios Inc. Some weapons do bonus damage against armor and have armor penatration. These turned out to be woefully. 72 items. Armor level : There would be 4 levels of armor: none, low, medium, and high. First up: welcome to Stellaris and the community. hardening * total. Stellaris: Armor Hardeners are very effective. 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. Missiles pierce both cause fuck you. The first generation of reactive armor was designed to counter so-called shaped charges, which create a jet of molten metal that easily penetrates steel armor and is ubiquitous in AT missiles, HEAT tank rounds and RPG's. There really isnt a which one is better, its which one is better in this specific situation. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. Stellaris. But without piercing weapons, you have no choice but to go through everything. Prefer weapons that do increased damage to one layer of defence and hull over weapons that target just a layer of defence. 5 is applied to armor, when it hits? And if there is no armor, then a full 4. In their place will be modifiers for the armor and shields. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. It seems like the single, most important commodity is energy. sumelar. Does that mean that 2. Equipment / Sets / Imperial City Sets. 3. Sohei May 14, 2016 @ 7:44pm. 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. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. The absurd regeneration numbers are because they're docked at a starbase. In 2021, Stellaris received DLC in the form of the Aquatics Species Pack, which lets players choose aquatic life forms for their Empire, complete with new portraits, ships, cities, traits and origins. All shield points are negated when using stealth. Learn how to choose and change the living standards for different species and ethics in this comprehensive wiki page. . Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. And if they have, armor is better than hull against kinetic batteries. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive. The armour rating will determine how much armour one can put on a ship before you simply begin to waste slots. Shields = small pool, ignore damage. Certain types of weapons will. Originally posted by SkiRich: All aux slots can stack. This page was last edited on 7 February 2022, at 03:20. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. ago. 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. since Stellaris doesn't have many super rare resources. Shield components now grant +50% more than before, but regen remains the same. The Crystal Plating has one and only one purpose: defending against the Focused Arc Emitter. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 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. The technology for reactive armor (tech_armor_hardeners_1) has Exotic Gas Refining listed as a. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. While its main objective is to inform high-level policy decisions, this document should also be of interest to a wider audience, including armor technologists, acquisition executives, force structure planners, and land warfare strategists. The command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. Plasma has -75% to shields and +100% armor and +50% hull. I remember it being significantly weaker numerically than armor, and it doesn't get buffed by repeatables. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. T-55M retrofitted with Kontakt explosive reactive armor are designated T-55MV, the "V" signifying vzryvnoi, or "explosive. 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. They affect various aspects of pop behavior, such as growth, migration, faction attraction, and resource output. Thread starter CocoCincinnati; Start date Dec 17, 2022;. 13. acolight • Introspective • 2 yr. While neutronium is extremely dense, simply having it on a ship might not produce an enormous gravity. The reason is, because the shields are taking a lot of energy from the reactors. An expansion in every sense of the word…. I usually go with 2:1 armor to shield. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Don’t let all the RPers disturb you, it’s just a thing. I remember it being significantly weaker numerically than armor, and it doesn't get buffed by repeatables. 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. Steps to reproduce the issue. Voila, you now have how many hit points per mineral and per armour. 4. Just hunt the Ether Drake down. Edit: the fleet composition I used (mix of all ships) works fine loaded up with weapons detailed below. Sacrifice influence and a district slot to add specialist jobs. This holds true in stellaris, where armor has no inherit advantage over shields other than the lack of power cost, so shields are pretty much just better until you run out of power for them. ago • Edited 6 yr. His name was derived from the wind condition that occurs in Southern California. Agonarchartist. 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. If it was a one-off cost of living metal to build it, the bonus should be smaller than if it was an upkeep cost. Nov 16, 2023It's good against the prethoryn, who wreck your shields and have partial penetration against armor. numinos710.