Ukraine received a shipment of Javelins as recently as late January, as part of the latest $200 million security package offered by the United States. It combines all the previous armies, tweaks them, and adds many more through the use of traits. 5 to 2 tons ( the average weight of their kid on solid vehicles is 15 tons but the surface area of the leopard 2a4 is bigger due to its size). 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. VulcanTourist Nov 22, 2022 @ 9:44pm. No. Think of Stellaris combat as a big game of rock, paper, scissors. 33 Badges. KuroYami no Kishi. TheArchdduke • 6 yr. 7 Technology List – T to Z. Home; Guides; Code Lists. E. here you go, from the patchnotes of 3. 1 Regenerative hull gives +10% daily armor regen. I think they should cost less maintenance and be a bit tougher. 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. • 5 yr. 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. This is the easiest way to use the guide in game, especially if you don't really plan ahead. That includes the tiny force you get at the start of a Stellaris campaign. All Cheat Codes in Stellaris. Where's my fucking reactive armor, goddammit. (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. This is a searchable and complete list of Stellaris technologies and their IDs. Shard Dragon Regenerates Armor And Health Immediately After Taking Damage Game Version v3. ago. It requires 2 points in Proactive Medicine in order to be unlocked. From wiki. Even those provided by Pulse Armor. Destroying the Portal earns the Rift. There is a Synopsis with the conclusions at the end of the post. add_anomaly. 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. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. For the purposes of the simulation, it was scaled because the comparative simulation was perf. When you design a ship from scratch, it starts with 0 shields and armor, but by adding defensive components you increase this value. Don’t let all the RPers disturb you, it’s just a thing. Stellaris Zero is a mechanics overhaul mod focused around overhauling the internal management aspect of the game. I'm not a fan of this new type of ship parameter. Small rant. @Tovius However as of Stellaris 3. Dark matter is a special strategic resource. One of the more expensive traits in the game, the erudite trait doubles the amount of research speed that the intelligent trait provides (20%) whilst increasing the. In the far future of Stellaris, mastery of how to get your hands on this dark matter will serve you well. The planet has shattered into millions of shards, spinning in a silent void around the rapidly blackening star of Ro. Advanced composite materials [8] and special armor plates provide high resistance to bullets and explosives and protect the occupants of the vehicle [9]. Armor = huge pool, reduce damage. But hey, whatever. The tracking bonus of Lasers also disappears once you get to the Large slot. 0 Starter Guide. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. His name was derived from the wind condition that occurs in Southern California. Does anyone know if there is a list in the local folders or something?Space warfare. 7 days. I remember it being significantly weaker numerically than armor, and it doesn't get buffed by repeatables. In the early 90s, the Slovenska Vojska (Slovenian Army) started an upgrade program of its T-55s with the support of the Israeli Elbit Systems. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. If they're using mostly Lasers or Point Defense then you would want shielding. I have never liked it. After all it is better to field 100 cheap battleships than 80 armored ones. 50 is applied to just the hull, I assume? 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. " Even at 100% armour pen it still reduces damage. In response, a new generation of anti-tank missiles with two or three stages of detonation was developed. I am probably not going to even boot this game again. Xaphnir. Maybe ramp up Shild regen with reactive hsields to also have a build where sheilds regen 90% of incoming damage on the following tick. Please explain your issue is in as much detail as possible. 6 update. They have simulated pops, traditions, policies, different playstyles, perks, ships, components, technologies & crisis path - and more. The air service tested the attack aircraft against main battle tank surrogates with explosive reactive armor. Armor is the best defence in the sense that you can't put PD in your defensive slots. . Stellaris: Suggestions. 6 combat rebalance update. The shields make sure my ships dont get chipped down with multiple fights and the extra hull really is worth it if you meet a. Space warfare. x versions of the game Living Metal was awesome. Xentronium Armor is not part of Stellaris itself. Stellaris is a Grand Strategy Game that uses aspects of every known Sci-Fi fantasy that humanity can ever come up with, crammed into one game that strives for balance. 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. 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%. 5% for armor) in the display, but they were actually regenerating at combat rates (1/10 of those values, or less). 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). Reactive armor plating is a double-edged sword. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. 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. 3. It was a long-awaited change since the meta seemed to be amassing Battleships with Neutron. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. 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. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. If they are using shield damageing weapons or torpedoes that ignore shields, armor is more viable. 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. They serve the far more mundane function of allowing soldiers to haul more and heavier equipment. 3 'Cepheus' release of Stellaris. 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. 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Prefer weapons that do increased damage to one layer of defence and hull over weapons that target just a layer of defence. In the wreckage on a small shard of the world, a lone figure sits quietly tending a small seedling growing between the rocks. Shield components now grant +50% more than before, but regen remains the same. The Slovenian T-55S1. Stellaris: Armor Hardeners are very effective. It's useless (but expensive, so maybe not that useless. Once you've built all the minig stations possible in your empire, then there doesn't seem to be a way to get more "energy". As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. 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. Ignored by far more weapon types. All shield points are negated when using stealth. 9 Meta Update] August 27, 2023. Jump to latest Follow Reply. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. I think the only guarantee from killing the drake is a system with a lot of minerals/energy and the relic. Line of sight matters. Resource. Most warfare is settled through space combat. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. I usually go with 2:1 armor to shield. 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. 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. How does a fleet lose hull points without. Description. There really isnt a which one is better, its which one is better in this specific situation. Description. numinos710. 1 damage-1. This was an improvement over Kontakt-1–which used an add-on array of explosive filled shingles. This densely-slatted secondary. -3. Natural strategic resource deposits are always visible but requires specific technology to exploit. Their sole purpose is to tie the enemy up and distract attention away from your bigger, more valuable ships. when it could be worth to specialise a whole planet to food production. 4 Stellaris Tech Id List – F to I. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Psionic shields is an RNG prayer after three ascension perks (one starter, plus the two psionic ascensions). These are additional health bars. Copy. IF the Proton Torp would actually be a T3 Missile-Tech, then. Defense Overhaul: Point Defense. Jump to latest Follow Reply. Total HP = 2853 with 5. Originally posted by SkiRich: All aux slots can stack. Heavily scared humans will cover until safety. Donning a specialized custom cyborg body,. Yes its more expensive. BETA: Shield Hardening. 14 items. Stellaris Wiki Active Wikis. [OUTDATED]. These three things are then used by a ship_design to formulate a complete ship. As the planet grows you will reach critical points where you get to decide the future of the living planet. However, shields are cheaper and regenerate automatically. ; 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. 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. Stellaris - [3. Want your armor to be ablative instead of reactive? Don't worry! There is now a mod for that! What This Does:. At level: none, the ship has no armor, so the armor type does not matter. ago. #15. Shields should be 100% of a corvettes defense cruisers should have mostly armor and some shields max out battleship armour and fill the remaining slots with shields. (Russia has since introduced more powerful 125 millimeter shells that may be effective against the M1’s armor at shorter distances. E. 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. I personally play cooperative multiplayer and that’s the most of it. As for the reactive armor, yes the hardening modifiers stack. e. 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. Relikt ERA features two reactives plates of the same thickness. Always running out of energy. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 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. Armor level : There would be 4 levels of armor: none, low, medium, and high. 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. 2 Erudite - Intelligence 2. I never seem to have enough and I have no idea how to stay in the black. The Ukrainians have mitigated this imbalance by adding blocks of Kontakt-1 reactive armor to the BMPT-62’s hull and turret. Just use a balanced approach when it comes to shields and armour. 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. Armor and shields will get converted to a single slot like engines, sensors, power planet, ect are currently. 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 command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. Professional_Neat809 • Shared Burdens • 10 mo. 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. . It could be that neutronium armor is incredibly thin, so there is less than 1 cm of neutronium. This page was last edited on 21 May 2022, at 20:12. 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. In combet regen is reduced to 1/10 iirc. Thus 1 armour gives x hit points per 1 mineral. This is solely due to the addition of crystaline armor in youre case. Megastructures are colossal constructions. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. 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. Your ships are armed with missiles, and you run Volatile Explosives/Volatile Reactive Armor when you declare war (which is as often as possible). climbingeastofwinter Aug 24, 2019 @ 1:18pm. Hangers , PD/Short Range and Neutron Launcher. Universal Wasteland Expansion sets out to expand the world of Kenshi in many ways. ; 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. 1-5. 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. Stellaris 3. It should show something like “3/20. 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. swimmininthesea. As accidental fly into a pulsar system means if you have the other way you get wrecked. View this video if you w. Unless you're up against weapons that deal serious bonus damage to hull, hull is a pretty safe and economical way to go. It is a good idea to visit stellaris wiki for its console command and id pages, for faster generation of ships and technologies, reducing workload involved. They affect various aspects of pop behavior, such as growth, migration, faction attraction, and resource output. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. Shields are more cost-effective than armor, which makes corvettes cost more alloys Use a Swarm computer setting, for an evasion bonus, as you get no bonus evasion from Picket setting (lowering survivability more than keeping a 30 range distance)FreeMe May 12, 2020 @ 3:27pm. That isn't worth the cost on a frigate, but keeping a Titan or jug alive is a big deal, plus you get pulse. . These are also stack. The shield absorbs the 250 damage and is completly depleted. Also depends on what type of weapons the enemy are using. But the opposite will be better in all other situations, and there are more of those than pulsars. We could have had some interestign things with 90% evasion vs 90% armour damage reduction playstyles. How to Use Cloaking in Stellaris. In short, this mod is somewhat similar to Active Humans, but not glitchy. 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. BrokenMidnight Apr 7, 2020 @ 11:22pm. Upset-Pipe-6535 • 4 mo. Secondly, a "Living Alloy Forge" planetary building that has a upkeep cost of 1 living metal but produces, without pops, say 20 alloys. 50, vs Gamma lasers at 6. It's actually 0. It doesn't have to be Explosive. So having two grants you 30% hardening. It seems like the single, most important commodity is energy. . 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. So thats 285 average damage per shot v armor every 5. They could just use the anti-hull torpedos and autocannons and shred your ships. 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. Thoughts on 3. The tier 6 armor “Dragonscale Armor” is rarely ever seen in game at least by me. Hardeners don't have this weakness, and reactive armor would be an important part of the T2 meta if the tech pre-requisite wasn't wrong. NERA advantages over explosive reactive armor (ERA) are its inexpensiveness, multi-hit capability, [1] and ease of integration onto armored vehicles. acolight • Introspective • 2 yr. But wait there's more. It gets shot by a 50% penetrating shot. The most common type is explosive reactive armour (ERA), but variants include self-limiting explosive reactive armour (SLERA), non-energetic reactive armour (NERA. That said, they do tend to die quickly. Javelins defeat reactive armor by using their first warhead to disperse the reactive tiles, then punching through the enemy’s main armor layer with the second warhead. You put on Kinetic Artillery and Plasma. Each faction, including the misc, has a single trait that will enable all the. 2% for hull, 5. Haven't seen that yet, but I might have not been paying attention; I could see it happen, on. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. These are also stack. 1 Large Neutron Armor gives 1740 armor. 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 replace the. This seems to me, to be that the developers are anti-shields because shields are always, in any sci-fi universe 1000% better. Neutronium also has the advantage that it heals slightly faster with regenerating hull, and there. Content is available under Attribution-ShareAlike 3. But don't sweat it if you play tall (few systems lots of tech) Don't piss off advanced neighbours. As for the aux slots Always use the accuracy bonus. This Interceptor Corvette design is a good starting point as it is relatively cheap and reliable. What This Does: Shifts weapon damage bonuses. This modpack contains:. Living Metal Mega-Construction: 0. For best experience, use Neutronium armor and activate the "Volatile Reactive Armor" edict. 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. Lance is a "T3 Tech" (starting at 3. tech_ship_armor_1: Nanocomposite Materials: tech_ship_armor_2: Ceramo-Metal Materials: tech_ship_armor_3:. Runs the specified file with list of commands. Seems like armor got a massive buff. Content is available under Attribution-ShareAlike 3. Unfortunately no, the dragonscale armor is tied to an event after place a mining station over the dragons hoard, if it doesn’t happen after the meantime you can delete the station and rebuild it until the event fires. The Game does not see Neutronium Armor as obsolete after unlocking Dragonscale Armor Game Version 2. Lets make a tier list! Lets dive in!Get your own Montu Merchandise: List Pla. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. ATM they die the second any stronger fleet engages with them. section_template – #Ship Sections. #1. Winning battles across the stars is about adapting to the enemy's loadout and. This fan production is not endorsed by, sponsored by, nor affiliated with CBS, Paramount Pictures, or any other Star Trek franchise, and is non-commercial and intended for recreational use. Economics is everything in stellaris if you have more ships you win. Unfortunately you need so many T2 engineering techs to get them that you'll almost never see armor hardeners before cruisers, but oh well. 6 update. 4. Such a Reactive Armour is highly effective against explosive Weapons, whereas nearly in-effective against kinetic Ones. Armor and shields should have alot higher numbers than hull - because hull is the important thing you want to protect with armor and shields! Otherwise penetration weapons, like the new missiles always will feel useless. No, all fights were in non-pulsar systems. Shields = small pool, ignore damage. The Star Hold launches fighters, but they quickly get killed because they have barely any armor; The attacker destroys the platforms one by one. Once you out-tech the AI, there's no point beyond FEs and Crisis. 00, accuracy: 100%, tracking: 0%, range: 0, average damage: 1000] I use a bunch of mods but i dont know which on does this. But without piercing weapons, you have no choice but to go through everything. The command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. 4. cell105/Wikimedia Commons. Generally you should mount a higher ratio of armour anyway. Extra tips: + bigger gun -> bigger dmg. . Starbases lack PD weapons and Fighters only counter Fighters now. You can massively exceep fleetcap via mothballs. Justification: level-1 points defense is usually better than level-2 laser or kinetic. Armor level : There would be 4 levels of armor: none, low, medium, and high. In general, vs Kinetics, Disruptors, strike craft and trops. Only way to replenish shield is the upgrade exploit. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. 0: Armor and Hull regen now behave like shields - five times faster outside of combat. Thanks!Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. If they are about to die, they behave the same as if. Economics is everything in stellaris if you have more ships you win. Neutronium provides 145/365/870 armor, while Crystaline provides 110/275/660. ago. 3. The ship has only 50 hull left. Content is available under Attribution-ShareAlike 3. It is going to be focused on PvE, but a lot of these designs will also be a. ago. Additionally, point defense can significantly reduce your losses during a siege. 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. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. Thread starter Lazerus Artificial; Start date May 21, 2022; Jump to latest Follow Reply. 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. Problem is, that while Torps are ignoring shields, they suffer from PD AND Armor weakness, which reduces damage a lot. None (default), ECM, Reactive. "Any grenade launcher, any ATGW [anti-tank. An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. Shard or the L-Drakes. ago. Voila, you now have how many hit points per mineral and per armour. . A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. The tagline of the game. • 6 yr. 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. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. People typically say shields are better because they regenerate over time automatically, while armor requires extra components, specific empire types, or rare events / technologies to begin regenerating. 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%. File should be placed in the root Stellaris folder in your My Documents. Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage). Half and half on shields and armor, and 2 auxiliary fire control. Reactive armor is designed to fight fire with fire: By exploding on contact, it tries to push an attacking shell, grenade or other missile away from the hull of a tank before it can penetrate. Certain types of weapons will. The Cybrex needs 100-200 days to kill them all, and will not suffer any ill effects from damage. ago. Yeah, the armour is a perk from owning the dragons hoard planet. I know that food is only consumed and i should aim to be at +-0 per Month. 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. E. 4. Railguns with 30% bonus to shields and 50% armor penetration are perfect. BETA: Shield Hardening. Its a hitpoint pool you have to work your way through. 6 Technology List – Q to S. Does that mean that 2. Learn how to choose and change the living standards for different species and ethics in this comprehensive wiki page. Physics research area comprises the fields: Computing, Field Manipulation and Particles. They wont attack creatures that they. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. 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. Mods Early 2022. These are also easily moddable via its file, see #Tiers . Returning Player Armor Hardening. That's a 1:1 ratio, which means (relatively speaking) defense. Cerebral Daemon Jan 5, 2018 @ 9:23pm. 6 update. 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. People Playground mods download. 5x Armor ratio will design ships where the Utility slots will contain 50% Shield and 50% Armor components. But competitive Stellaris, is complete toss. Neutron Launchers and Tachyon Lances tend to be used to devastating effect in those fights. Gauss cannons and artillery now destroy ablative armor (dealing kinetic+explosive damage). The Stellaris Command Limit is just another phrase for how big your individual fleets can get. 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. Armor is now considered ablative and shields deflect ballistic projectiles. 0 unless otherwise noted. 1% armor daily regen. If you want more, check out Secrets of the Shroud (SotS).