There's a reason conventional bypass weapons do an order of magnitude less damage than the others. 3 can be fit at maximum onto each Carrier Battleship, along with. E. But it also penetrates armor by 50%. Q1. Torpedos now deal more damage the bigger the target. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. 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. 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. 0 unless otherwise noted. 8 FogeltheVogel • 7 mo. Q2. 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. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. ago. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. Stellaris. Stellaris. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 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. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. Now countered by armour, or by shield hardening, so best used paired with Plasma. Lasers do 6. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. -Completely rewritten and updated for Stellaris 3. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. Not on corvettes though. 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. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Stellaris is a sci-fi grand strategy game set 200 years into the future. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. 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. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. If you become the crisis swarming becomes possible. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. questionable at best. 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. 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. . Stellaris. Battle ships are your heavy carriers and artillery weapons. 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. TTundri. 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. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. It makes no immersive sense. Larger ships have more. And if they have, armor is better than hull against kinetic batteries. 64. Content is available under Attribution-ShareAlike 3. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. 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. I’ve only fought against normal empires so far in 3. 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. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Ways to Obtain Living Metal. Artillery/Carrier remains a powerful fleet design in 3. For Synthetic, your admirals would gain the Synth trait instead. Guaranteed Ascension Tech 3. Unfortunately with the new 3. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. csv Looks like they have potentially powerful shots but no. As for the aux slots Always use the accuracy bonus. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. . I've put about 100-150 hours into the game but have been slacking. Tactics Forever, before the dev put it on Steam and then gave up on it. . . and a fair amount of sheild and armour hardening. ago. Ignored by far more weapon types. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. 3. Stellaris does neither of these which results in the. But that is only even taking into account the enemy damage types. There is no better - you need to figure out what your enemy uses and try to counter it. Total HP = 2853 with 5. Go to Stellaris r/Stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Cheaper Alloys cost than armor. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. • 1 yr. E. Added new aux components that use Exotic Gases, Rare. Now say, 30% shield hardening cuts Disruptor damage by a third. majdavlk • 2 min. 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. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. 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. Losing 100 Ar or 125 Sh to get 65 Hull. Small. Legacy Wikis. In singleplayer you can just mass these, the AI will never counter them. 67. bonus kinetic damage or armor plating if built at a starbase with a netronium building. 6 and not had any issues. to enjoy the quite sizable amount of written content in Stellaris. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. 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. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. r/Stellaris • 6 mo. 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. 5. Idiot's Guide to 3. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. 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. 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. This page was last edited on 7 February 2022, at 03:20. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. Go to Stellaris r/Stellaris. #15. 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. At which point it still doesnt offer enough to be valueable. At which point it still doesnt offer enough to be valueable. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Please. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. • 3 mo. Yes it's worth it. E. The reason is, because the shields are taking a lot of energy from the reactors. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. TTundri. . 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. Meaning you can get 100% hardening on a large ship, pretty easily. ago. If your post has been moved here from another thread, please re-read the thread rules and feel. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. Logical-Table-3530 • 2 mo. 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. I personally play cooperative multiplayer and that’s the most of it. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". It gets shot by a 50% penetrating shot. I'm not a fan of this new type of ship parameter. 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. Yes they stack. 5. My enemy has mountains of torpedoes (no neutron launchers). I do not see a single reason why. No. 6. 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. 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. Add a Comment. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. It just misses an icon. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. disruptors late game might be worse now. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Try it out, it'll bypass shields. 1. It is developed by Paradox Development Studio and published by Paradox. 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. I've had trouble figuring this out exactly, but this is what it looks like. ago. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Shields are generally better for long campaigns while armor is better for that big battle. Though these ship parts are too expensive to equip your entire navy with. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Equip an ancient suspension field 2. 0 unless otherwise noted. 1 comment. 85 and they have 100 range, they're basically long range disruptors. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Also, Fortify The Border edict should be greatly buffed (with military. 9 that merges the various incompatible game rules and scripted triggers added by mods. 34. *) Fix the modifier issue after the 2. Guaranteed Ascension Tech 3. *. 2. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. ##### ##### VERSION 3. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Also, shield/armor hardening could make a disruptor. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 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. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Stellaris: Suggestions. About this site. 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). I prefer armor Regen and have a slight armor favoritism. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Also adds passive repairs and minor amounts of armour hardening. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. 6;Mix Frigates in, that have a bit different behavioral profile. 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. 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. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 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". Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Legacy Wikis. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. It looks like tier 5 armour is better than crystal, maybe even tier 4. They can kill most enemies if they uncloak right on top of the enemy. This would make it very useful on fleets and starbases based in Pulsar systems as well. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. 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. Its DPS is 4. 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. Disruptors do 4. And shields are better since you don't have to go back after every fight. 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. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. An example would be the 100% shield bypass ability of missiles, physical torps, and. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. Armor could give you lots of hit points, doesn't use power, but reduces evasion. ) 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. Wooden-Many-8509 • 22 min. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing; Base: 70It looks like tier 5 armour is better than crystal, maybe even tier 4. 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%. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. Here are the complete notes for Stellaris 3. And balance of anti shield and anti armour weapons set up as well. Is crystal armour no longer good? Is it just an advantage for early game?Vote. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. Discussion So which one is best based on your experience with the game so far. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. I believe one of the fallen empires are very into disruptors. 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. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. It looks like tier 5 armour is better than crystal, maybe even tier 4. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. (Mind, I'm not actually sure if this would preserve the clone army trait. Early game of course I do the classic hangar DP, since they easily counter small ships. 6 "Orion" open beta. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Armor does not reduce damage to shields. The amout of armour one can put on a ship is determined by the armour rating and the percentage. 01 base, 12. Some weapons do bonus damage against shields. Ironically, there is an advanced armor option known as Dragonscale Armor. . About this site. 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. There's not really that much you need in terms of utility components. Other than Armor Hardening, it's just the edict to speed up megastructure construction. gautam_jat • 6 mo. 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. 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. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Living Metal and Zro are kinda weird resources because they have very few uses. 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. 10. Both are late game anyway so doesn't matter. I really don’t remember. Extra tips: + bigger gun -> bigger dmg. Related Topics. #15. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. Shield hardeners are a new defensive technology in the upcoming 3. So in a stat point of view the ascension perk is kind meh, but if you are doing a "role play" sort of game it aint bad. Depends on who you're fighting. ago. i would say its not good since most starbases you capture in war is nearby. It looks like tier 5 armour is better than crystal, maybe even tier 4. From wiki. 0 - Orion #####. *Archeoengineering should allow the acquisition of null-void beams. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. E. 25 days. Nanomissiles ignore shields and armor, fire rate is 0. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. E. The downside if that they use power and missiles/torpedo bypass them entirely. 6 “Orion” update includes many changes to combat. Stellaris Wiki Active Wikis. Observe the full damage going through shield. A lot of good weapons bypass shields where as only a few bypass armour. View this video if you want to see. +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. Perhaps if Stellaris introduced manpower, it could make things work better. Losing 100 Ar or 125 Sh to get 65 Hull. 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. (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. But if some torpedoes do get by, I. This is separate from your Naval Capacity (shown at the top of the screen). We’ll go over a few basic strategies to help you figure out what works for you. " Even at 100% armour pen it still reduces damage. gautam_jat • 6 mo. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. You need DLC to use this item. 4 or 3. 100% is ideal value - as it would protect you from penalties from hull damage. 1x shield capacitor. 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. #1. 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. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. 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. 7% shields/day, or 250 out of 35834. 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. 0. Sohei May 14, 2016 @ 7:44pm. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. The ship components look nice and ll but in the end you have weaker ships. The. I'll do that then ~ and thanks; the. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Inversely scale hardening module impact against hull size. Side bonus of 80% shield hardening and 400 extra armor and shields. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. 50, vs Gamma lasers at 6. Guns are still damaging to armor, just weak against it. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. An edict to specialize in a branch of research sounds fantastic. I think the drake was +10 happiness to all planets. Small ships can't do it. It's good against the prethoryn, who wreck your shields and have partial penetration against 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 ♥♥♥♥. 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. 6 update. Below is an example of what I found out while testing ship combat. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Just had a random thought here. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. That’s how badly hardening gimps penetration weapons. WolfsunEvasion: chance to negate any damage in combat. 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. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. and a huge stack of armour. Shield hardeners are a new defensive technology in the upcoming 3. 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. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. ) This trait gives +10% fire rate, +10% armor hardening. 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.