stellaris shield penetration. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. stellaris shield penetration

 
 my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BSstellaris shield penetration  They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables

64 Destroyers vs 132 Corvettes. EVER. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 概述. 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. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. 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). So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?M slot: This will depend heavily on how well the strikecraft changes work. Modifier Effects. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. 67. 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). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Cool. If a hot border can be anticipated, I go for a Bastion Habitat. So there are weapons like Torpedoes, Arc Emitters, Cloud Lightning and Disruptors that basically ignor the shields and armor and go straight for the hull to destroy the ship. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. use the weapons that ignore shield and armor entirely, contingency have strong armor+shield but weak hulls. I haven't played in almost a year. Business, Economics, and Finance. 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. 85 -1 = 1. Hello everybody. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. This works because Amoebas are carriers, they flay you with fighters. Contrary to some 'popular' opinion, they are mostly garbage. “虚空恶魔”应当是早期版本的误称。. If you can, research more advanced. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 420K subscribers in the Stellaris community. Potentially best vs human opponents with point defense. 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. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Only larger weapons, medium and Large types get a small increase to armor penetration. Shields can be stacked higher than armour. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. They're more effective the more shielding you have on the ship. According to the official Stellaris 3. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). Large. Disruptor = 100% Shield penetration. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. Yes, I'll attack the frigates yada yada. Space empire 5 had like, five different ones (that i recall):. 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. Shield strength, against full shield penetrators, is given by. I have always wondered whats the point of having penetration. Arc Emitters also have partial shield penetration. Jun 15, 2019 @. But next I found out "penetration shield 50%" and realized, that this is something wrong. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Hello everybody. It lacks the bonus to hull damage lasers have. This article is for the PC version of Stellaris only. In this video I explore the effe. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. IPWIW. Best. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. 27 dps. Who knows how many galactic cycles it had been in place before it. 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). Well I guess we could go through process of elimination . Armor and shields are weighted equally, while ship hull points get a 0. If you can, research more advanced. Probably ~ the same usefulness as Tachyon Beams. Fleet design is so huge in Stellaris itd be a massive shame to see it reduced, at the end of the day it is already a rock paper scissors where you find out if the enemy fleets are heavy on anti-armour or anti-shield, what range they engage, and what the armour/shield make. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. E. Auto-best is not good, it frequently makes completely nonsensical design decisions. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. Stellaris > Discussions générales > Détails du sujet. It lacks the bonus to hull damage lasers have. 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). Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Stellaris > General Discussions > Topic Details. There's no difference in Shield penetration and ignore shields. ago. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. they probably will die at some point. 3% Speed and Turn Rate while activeWhere did you get your know-how concerning weapons and ship design? I've logged 200ish hours in stellaris since 3. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Hello everybody. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. But if some torpedoes do get by, I wonder what is the. If you mean by penetration resistance, then yes. Test setup: 40 fleetcap worth of all 4 vessel classes in 2 variants: shielded and unshielded. Contrary to some 'popular' opinion, they are mostly garbage. Hello everybody. Failing that, Energy torpedos, or your highest tier torpedo. Small Disruptor (The most accurate): 82% base, 96% Max -> 15. Cheaper Alloys cost than armor. 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). 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). . 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). The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. That's worse than 6+6=12s for a purely neutral weapon. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Only larger weapons, medium and Large types get a small increase to armor penetration. While cloaked, ships can. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Stellaris. You could break down shields into; - Thermal (Counters Plasma more efficiently) - EM (Counters Lasers) - Kinetic (Counters Mass Drivers) - Explosive. −20% armor penetration. • 2 yr. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Cheaper Alloys cost than armor. r/Stellaris • (Apparently) unpopular opinion: players discussing power balance, "optimal build", proposing nerfs and comparing empires based on power level are. it all depends on what you're going to be fighting. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. But it also penetrates armor by 50%. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Go to Stellaris r/Stellaris. 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. I haven't played in almost a year. Even a full point defence fleet would be unable to stop this many missiles. Unfortunately battleships can't equip torpedoes or you'd be perfect. 5 multiplier. 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. If any other. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So. . In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Reply. So using them is a safe bet. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. All of it is quite nice, but extreamally flat (tho, shields should not be fully. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. As of 3. . 装甲的优点在于能够. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. Gunships Support 6. 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). A new UI interface is made for mod. Doing some tests against the contingency. Armor, that stand in a way to hull. Plasma = 100% Armour penetration. 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. 索林原虫( ),又称“虫群”、“索林虫”、“普雷索林”,开发者代号为“swarm”,是《 的一种。. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. They do explosive damage. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Have Psionic Shields be non-bypassable. Plus mining habitats around every planet with gas, motes or crystals. 33% reduction, it's 33. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. 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. Shield hardeners are a new defensive technology in the upcoming 3. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. ago. wpmaura. Shields are basically extra HP, damage to shields isn't affected by the armor stat. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Spectrum Cycle - Increased ship sensor range 9. Neither Missiles, Autocannons nor Mass Drivers get special. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 6 update. 2. but the 50% shield penetration on the arc emitter might help too. However, it looks like that at some point between then and now weapons were changed considerably. . We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). 2. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. In general, vs Kinetics, Disruptors, strike craft and trops. Stellaris > General Discussions > Topic Details. Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. 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。. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. That's physics. ago. Armor reduces damage by a set percent. 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. shadowtheimpure. However I would also like to make clear that the mechanics of. 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. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst possible. . An unfortunate downside here is arcs and cutting lasers having 100% armor penetration. The next expansion for Stellaris is Synthetic Dawn, focused on the galaxy’s killer robots and the humans they oppress, destroy, or turn into batteries. Mathematically, these weapons have the. It does but if you modify battleships, titans and juggernaut for armor and shield penetration (Cloud lightning for L slots, focused arc emitter for x slots) you literally engage and shoot across a whole system. 8%. Against something like. Related Topics. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. To top it off, the time loop had become destabilized over an extremely long time. You don't really need anti-shield ships for Unbidden. 67. You could have a shield type that is very resistant to energy, and an armor type that is very resistant to kinetics. I don't use mods and I could have sworn it was 100% shield and armor penetration and now that I checked my save it is just shield. Corvettes might be better than cruisers just because if they get in range they're toast either. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). 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). As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 80% damage against armor. So what does that really mean? Does that mean it bypasses my shields and. Since my BB has 84. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 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. 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. −5% accuracy. 14 votes, 10 comments. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. Bolt. Missiles have 100% shield penetration like fighters. Honestly shield penetration and armor penetration is pretty amazing. It'd be a considerable hard counter. ago. 2 armor for every 1 shield. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. Callinicus. Bolt. 26. #4. they probably will die at some point. You extinct anything before they get too close. • 1 yr. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 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. Generally speaking you also want to choose either kinetic, missile or. Projectile and Missle Weapons. This is represented in Stellaris by 'penetration'. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. Given that Stellaris' movement, war, etc. Stellaris: Shield Hardeners - You must use them. 30 sec (+25% shield bonus, +25% hull bonus) - 425 speed So if weapon have damage 8-14 with 100% armor penetration, that mean, weapon damage is actual 8. Overclocking - Increased ship fire rate and speed at the cost of reduced ship shield strength. 14 votes, 10 comments. Full devastator torps fill the m slots with whirlwind missiles and the s slots with the archeotech missiles. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Plasmas beat pretty much everything due to their ridiculous armour penetration - theres a reason FE's use them. I know this has been brought up before in the context of "I want to design my own starbase loadouts" but I'm suggesting something simpler that should be much easier to implement: if a starbase is built in a pulsar system (i. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. 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). I'm still trying to wrap my head around how Stellaris handles weapons and defense. Forty battleships have been equipped with. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 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. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. That is, have psionic shields counter weapons that have 100% Shield Penetration, either by outright negating/ignoring it, or by treating it as 100% Shield. 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. 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). Frop. 1 titan - basically the same as battleship setup. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Robotics and Kinetic are all rounders in this aspect. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. 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. 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. Ideal for intercepting, escorting, and dogfighting. Hello everybody. Just don't expect much from Corvette shields. Projectile and Missle Weapons. Using the Shroud. A cruiser, since they have high hulls, and use whatever segments needed to counter their frontline ships that are using the disruptors. Man, the forerunner tech would be massively op but so fun to have in Stellaris. Failing that, Energy torpedos, or your highest tier torpedo. Penetration means it completely avoids the health bar and will directly damage the underlying bar. And it's absolutely nonsense to use a lot of shield strength (cruiser. 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). ago. Go to Stellaris r/Stellaris. 7% reduction against medium plasma. What does 100% Shield Penetration Actually Mean? Does it mean that the weapon does twice their own respective damage against shields or does it mean that the weapon bypasses shields altogether and only does armor and hull damage? I have always wondered whats the point of having penetration. Armor reduces damage by a set percent. reduction modifiers divide an amount of a resource or attribute by a set amount. Advanced shields require Strategic Resource to make. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Tried again, happened again. The shield hardening components kind of revive the shields back to their older glory. Apart from this, Stellaris patch 3. add modifiers add/substracts a set amount of a resource or attribute to a scope. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). 1. more of the planet states, and info on the ships. Penetration would seem to need a much more focused, clean. 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). 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. Missiles are best now. Hull, that once depleted, destroys ship. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. To combat this, you’ll need to beef up your fleets as much as possible. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. In the past my way of doing things with fleet design was something along the lines of: use default fleets, staff fleet with ships of each class except corvett to about half of the fleet. Small. Damage redirected to the hardened component. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. 6 is now available on PC. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. CryptoDoes any one knows the difference? Some examples would be great. 8 battleship - particle lance and kinetic artillery, even on armor/shield. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. Corvettes with high evasion are really good too, and you should have those anyway. some weapons have armor/shield penetration so they ignore it. Stellaris. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. ParasiteX Apr 21, 2017 @ 9:12pm. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Time to bring out the torpedos. At which point it still doesnt offer enough to be valueable. They should give these a boost to 100% accuracy and possibly a % of shield penetration. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. 100% Shield penetration = Ignores shields (no damage at all to shields). I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Which also kinda makes sense. 7. g, 100% penetration vs 75% hardening means 25% of the damage goes through. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The first choice you make in the for weapons in the game are the ones your starting with, And this decision should determine your play style to a higher degree then any other factor. 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). 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. Go to Stellaris r/Stellaris. This test is about which ship does beat job against contingency. I tried everything, strikecraft, artillery, energy weapons, etc. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Stellaris. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. I'm not a fan of this new type of ship parameter. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. < > Showing 1-5 of 5 comments . - Component ("Psi Shield Module") like a. Strike Craft penetrate shields to do bonus damage to armor, but like arc emitters above, the most vulnerable ships to them cannot really harden against the incoming damage. ago. Edit: my second guess is that it stops all shield penetration completely,. 44 MB. The other version is "%chance to reduce any damage from penetrating at all". 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. Consumes power. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. What's worse is whilst Autocannons and Missiles have similar damage stats, albeit the former enjoying greater range, Mass Drivers have less range and less damage than. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 1 comment.