The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. This is the first game of Stellaris I've played, so far. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. hardening * total. In the original release version of the game I reliably went with energy weapons and was happy with the results. You starting weapons should make up the backbone of your fleet throughout the entire game. Shield hardeners are a new defensive technology in the upcoming 3. And only 12. Space empire 5 had like, five different ones (that i recall):. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Ideal for intercepting, escorting, and dogfighting. Only. Hull - 125% of 'normal' damage for as long as it lasts. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Which also kinda makes sense. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Slap on 3 afterburners. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). Bolt. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. Go to Stellaris r/Stellaris. Modifier Effects. Xaphnir. • 1 yr. They also have 50% armor penetration, so armor will be less effective. To combat this, you’ll need to beef up your fleets as much as possible. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. There is a chance to increase our fleet shield endurance and reduce enemy shield penetration at the start of a. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. IPWIW. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. . Stellaris. If some ship does a. Nov 16, 2023I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. A new UI interface is made for mod. Forty battleships have been equipped with. Stellaris has three damage types; energy, kinetic and explosive with a grand total of about 25 weapons excluding tiers. −20% armor penetration. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. 100% shield penetration, 100% armor penetration. In case of. It then gets divided by 4, presumably to make it the type of number Paradox wants. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. 7. Fighters - 2. • 1 yr. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Third destroyer fleet lost 19 ships and the remaining hull was 38. Stellaris. spacemanspiff30 • 4 yr. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. 27 dps. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. And only 12. Frop. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Shield nullification. 装甲 ( Armor )是舰船的直接减伤防护层,能够在结算伤害时先于船体值承受伤害,从而保护舰船。. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. However, it looks like that at some point between then and now weapons were changed considerably. Shield is better than hull in that it regenerates itself incredibly quickly ( not even regenerative hull is that good ), hull armor reduces dmg, and there is penetration for both, a 100% penetrative weapon vs shields means it either skips shields or does double dmg against them, against these weapons hull is the better choice. Weapon damage hierarchy. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. In-combat regeneration occurs but its not a significant factor. 8) melt. Thread starter JamesBai03; Start date May 13, 2016; Jump to latest Follow Reply Menu. When it comes to hard countering something (such as the. In the original release version of the game I reliably went with energy weapons and was happy with the results. These are also stack. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. But next I found out "penetration shield 50%" and realized, that this is something wrong. BTW, this is modded. Gatlings Swarm The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 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. Corvette Spam. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. You extinct anything before they get too close. 100% shield penetration. Graphical effect for the planetary shield generator. You don't really need anti-shield ships for Unbidden. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. Stellaris. 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. 100% Shield penetration = Ignores shields (no damage at all to shields). But it also penetrates armor by 50%. I'm still trying to wrap my head around how Stellaris handles weapons and defense. EDIT: If I get the Enigmatic Decoder from the Enigmatic. But next I found out "penetration shield 50%" and realized, that this is something wrong with my penetration understanding. 5. add modifiers add/substracts a set amount of a resource or attribute to a scope. 2 Fabrication Habitats. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. Shield Penetration HP PROT SDEF Attack Range Effect Range Building Area Rank 1: 2 400: 162: 2,67: 37%: 37%: 187 500: 70: 187 500 150 500 50 Rank 2 3 600 162 2,67 37% 37% 270 000 72 270 000 150 500 50 Rank 3 4 800. 80% damage pierce. 15. As time of writing (patch 3. And PD is the fighter-counter as well as the missile-counter. Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. If a hot border can be anticipated, I go for a Bastion Habitat. For example strike craft and missiles will skip the shield HP and directly inflict dmg to armor -> hull. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. Remove any Armor and put as many Shields on your ships as you can - the Contingency only uses energy weapons, so Shields are your best defense. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. Torpedo = 100% Shield penetration. 6 Armor/Shield Hardening was introduced and I think a very effective solution to the insane prevalence of penetrating weapons is to give these weapons HEAVY penalties to. But next I found out "penetration shield 50%" and realized, that this is something wrong. 当某个帝国掌握了 跃迁引擎 或 灵能跃迁引擎 后,异次元生物就可能发现本次元。. Penetration my friend. 1- They spawned really far and holy fuck so much micro. . They sound like the obvious target for point defence, but point defence ignores them. You can still call it penetration. #4. “虚空恶魔”应当是早期版本的误称。. However, it looks like that at some point between then and now weapons were changed considerably. Strike Craft - Bombers have 100% shield penetration but I'm wondering if that is lowering my overall effectiveness because all my other weapons are mitigated by shields. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. That does not mean they. Go to Stellaris r/Stellaris. Destroyers- if you use them, should be built for alpha and to die. Unfortunately by the time you research your own fighters most people have some PD, so carriers are better at defending against stuff like corvette swarms than on offense against a cruiser or up. great importance to defense in tactics. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Penetration means it completely avoids the health bar and will directly damage the underlying bar. In Stellaris, if you lose the fight for the system, thats generally all that matter. Slap on 3 afterburners. Missiles have 100% shield penetration like fighters. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Both are late game anyway so doesn't matter. Generally speaking you also want to choose either kinetic, missile or. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. Torpedo = 100% Shield penetration. Disruptor = 100% Shield penetration. So using them is a safe bet. add modifiers add/substracts a set amount of a resource or attribute to a scope. 6 also includes new galaxy shapes to explore, new story events, a new. Penetration would seem to need a much more focused, clean. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Beam. That's worse than 6+6=12s for a purely neutral weapon. (Except for the shield debuff). Jun 15, 2019 @ 11:18pm "penetration" #1. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor, but for whatever reason armor penetration is calculated using the following formula. Well, as you know in Stellaris ships have 3 "health bars". Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. It lacks the bonus to hull damage lasers have. 索林原虫的出现不需要任何先决条件。. 1 Data Structure; 2. Viral Cascade - Increased ship shield penetration and evasion 10. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. Hull, that once depleted, destroys ship. Stellaris: Shield Hardeners - You must use them. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. Armor - normal, needs to be destroyed before hull damage starts. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. Also, get lots of shields since the Contingency's weapons suck vs shields. A new Stellaris update 3. shields, lower dps compared to kinetics). Railguns with 30% bonus to shields and 50% armor penetration are perfect. 1 Basics. Weapons: As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. In this video I explore the effe. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Shorter reload times, higher movement speeds, but lacks shield penetration. 09 0. Shield damage have every gun +100%, which mean 1:1, except ↓. Hello everybody. Stellaris > General Discussions > Topic Details. If you want to disable enemy shields, the saturator X weapon is the best at that job. Jun 15, 2019 @ 11:14pm Missiles 100% Shield Missiles do 100% to shield but i haven't seen any missile damage to shields in the last couple of single player games. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. In late game battleships, you have a similar effect, just the other way around. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamAppscommonStellariscommoncomponent_templates folder:Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. reduction modifiers divide an amount of a resource or attribute by a set amount. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Stellaris > General Discussions > Topic Details. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. But next I found out "penetration shield 50%" and realized, that this is something wrong. The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. Honestly shield penetration and armor penetration is pretty amazing. 护盾穿透( Shield penetration ):武器将按一定比例忽略对方舰只的护盾,这部分伤害将会直接作用于对方船体和装甲本身。 装甲伤害( Armor damage ):武器将按一定比例增加或减少对对方舰只护甲的伤害。这项属性与船体和护盾没有任何关系。 总结 Cool. I tried everything, strikecraft, artillery, energy weapons, etc. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. You can see armor is quite effective against medium plasmas. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and. Everything with armor penetration focuses on most heavily armored targets with size factored in (after taking care of shields in case of kinetics). Armor, that stand in a way to hull. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. Yes, I'll attack the frigates yada yada. This works because Amoebas are carriers, they flay you with fighters. I'm trying to counter enemy fleets but I'm not doing very well. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. Stellaris. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). - No Armor Penetration - Lowest Base Damage. Hello everybody. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. 4 in to hull through armor, if shield penetration, in to hull through shield. Shields are basically extra HP, damage to shields isn't affected by the armor stat. Stellaris: Shield Hardeners - You must use them. 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. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. The other version is "%chance to reduce any damage from penetrating at all". But next I found out "penetration shield 50%" and realized, that this is something wrong. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Stellaris Dev Diary #312 - 3. Stellaris. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Taking any damage at all will reset this timer. This mod is an optional content expansion package for Azur Lane Stellaris DLC. 该项目已经被移除游戏或未被更新 最后更新的版本为:2. Shields are probably the better option, since stacking armor on small ships is futile. All Discussions. Advanced shields require Strategic Resource to make. There are three types of modifiers. To top it off, the time loop had become destabilized over an extremely long time. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". I feel like all the space creature weapons have a use somewhere down the line. Disruptor = 100% Shield penetration. Hangar: One side strike craft, the other side are the highest level point-defense I have, or mixed if at the same level. Failing that, Energy torpedos, or your highest tier torpedo. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 9%. Stellaris > General Discussions > Topic Details. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. . These are also stack. Spare_Development_64 • 1 min. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. systems would need to be given a careful examination though I'm not convinced that stealth would be good here without a total overhaul of those systems so we can design-in proper stealth support. It's the perfect weapon. Modifier Effects. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. Given that Stellaris' movement, war, etc. but with the new system it seems like you have to make huge sacrifices in weapon or support system quality to make a shield build work, while armor is essentially free. In addition to that, explosives tend to have Penetration. But it also penetrates armor by 50%. Ironically, there is an advanced armor option known as Dragonscale Armor. Callinicus. Business, Economics, and Finance. You can beat anything because Stellaris is not hard. It then gets divided by 4, presumably to make it the type of number Paradox. A quick search reveals that shield hardening apparently stacks. I ragequited after the battle, and than reloaded the save. ago. Jun 15, 2019 @ 11:18pm "penetration" #1. Shield strength, against full shield penetrators, is given by. A quick search reveals that shield hardening apparently stacks. Honestly shield penetration and armor penetration is pretty amazing. Stellaris. ago. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Time to bring out the torpedos. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Modded stats: 50% orbital bombardment damage reduction. . Zabu Jun 26, 2016 @ 12:09pm. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. 索林原虫的先头部队将会占据5个行星系(除了失落帝国附近,传说如果. Computer system. Railguns with 30% bonus to shields and 50% armor penetration are perfect. Damage redirected to the hardened component. While Stellaris’ 4X-flavored. 420K subscribers in the Stellaris community. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shield The Unbidden use the highest tear generators and shield, but have no armor. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 5 days. It is mainly the unique content of μ series KANSEN in the Azur Lane game. Contrary to some 'popular' opinion, they are mostly garbage. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Compare with Marauders : +25% hull damage, 20 dps. Cloud Flare etc. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 85 -1 = 1. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Relevant lines are here: Anti-Armor Bonuses. The weapons the Unbidden use have 50% shield penetration. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. hard shields that limit shield penetration, etc . You want to have some shields because they can regenerate quickly between fights, while armor is generally more reliable. Shield strength, against full shield penetrators, is given by. maximize weapon range though admirals/policies/shield build spam cheap naked corvettes, their entire purpose is to die so your battleships don't, keep making and replacing themHello everybody. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. Defense platforms are finally very viable! What are your DP loadout? I always make three kinds of platforms: Artillery: Here I load the long distance boys, on side for a Neutron Lancher and the other side are Kinetic Artillery. It's a great mode for Stellaris. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. For instance, this explosive has 100%. I haven't played in almost a year. 04 0. Then you would have a trade-off between more regen or more shield health. 34. Alle Diskussionen. Related Topics. 6 “Orion” update includes many changes to combat. Check Out This Mod. Stellaris Wiki Active Wikis. Yes, but that doesn't matter too much. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Even with their bonuses, their time to kill is awful. . Stellaris Real-time strategy Strategy video game Gaming. 1. So, half of the damage they do will be harming your hull even before your shields drop. So the damage per second for each weapon is the same. The differences between the weapons are much more nuanced. According to the official Stellaris 3. Take the Ruby Guardian (Topaz/etc. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). 5 Starship Shield Penetration. Contents. It lacks the bonus to hull damage lasers have. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Stellaris Real-time strategy Strategy video game Gaming. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. . If you don't have cloud lightnings you might want to switch to a giga cannon + 2 artillery + 2 neutron launchers or 3 artillery +1 neutron launcher. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. 50% shield penetration -> For this to be useful you'll need to fight more shields than HP. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. Jun 15, 2019 @. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. . Go to Stellaris r/Stellaris. 1. Time to bring out the torpedos. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Say the weapon had 90% armor penetration (like Large Plasma or Tachyon Lance). Increase the fire rate of point defence and flak slightly, but give them a reverse version of the size bonus torpedoes have, so that they are more capable of dealing with missiles while being rubbish. The eternal psionic avatar battle. They sound better than they really are, for which I am thankful. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate.