stellaris shield penetration. I haven't played in almost a year. stellaris shield penetration

 
I haven't played in almost a yearstellaris shield penetration  The entire 'disruptor' line is a noob trap

that this isn't a bad thing. Its DPS is 4. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Stellaris Galaxy Command Wiki is a FANDOM Games Community. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. To combat this, you’ll need to. Hello everybody. 100% Shield penetration = Ignores shields (no damage at all to shields). Plasma = 100% Armour penetration. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. . Just don't expect much from Corvette shields. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. it all depends on what you're going to be fighting. 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%. 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. Advanced shields require Strategic Resource to make. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Ironically, there is an advanced armor option known as Dragonscale Armor. So if you got shield hardener, then 25% is dealt to shield. Cheaper Alloys cost than armor. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. 100% Shield penetration = Ignores shields (no damage at all to shields). It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. I've had trouble figuring this out exactly, but this is what it looks like. I highly recommend it if you haven't played it. And only 12. EVER. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. -Missiles stay as they are. Consumes power. Viral Cascade - Increased ship shield penetration and evasion 10. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. 6 update. Ideal for intercepting, escorting, and dogfighting. You starting weapons should make up the backbone of your fleet throughout the entire game. Shield strength, against full shield penetrators, is given by. Torpedo = 100% Shield penetration. This is the first game of Stellaris I've played, so far. Stellaris Real-time strategy Strategy video game Gaming. In addition to that, explosives tend to have Penetration. some weapons are better at killing shields, some are better at killing armor and some are better at killing hull. These are also stack. In addition to that, explosives tend to have Penetration. 2 fleets. Slap on 3 afterburners. But that isn't something I expect to happen, as. 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. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). The best wiki to get the latest updates and tips on the mobile game Stellaris: Galaxy Command!. 8-15. From this we gained the knowledge on how to construct the most horrific of weapons: Focused Arc Emitters. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Hello everybody. I'm talking things like Focused Arc Emitter, Cloud Flare etc. . The only way to stop the Unbidden is to destroy the Extradimensional Portal. For instance, this explosive has 100%. 7% reduction against medium plasma. 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. Reply. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?So im making custom tech for an assimilation empire (yeah its cliche but its the Borg) as an AI empire. 50, vs Gamma lasers at 6. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. 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. I could use a little help. They are very good. . 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. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. My fleet is using 31 of those battleships. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. 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. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. Plasma = 100% Armour penetration. You don't really need anti-shield ships for Unbidden. • 1 yr. So using them is a safe bet. 3. To combat this, you’ll need to beef up your fleets as much as possible. 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. 2. Auto-best is not good, it frequently makes completely nonsensical design decisions. Stellaris. spacemanspiff30 • 4 yr. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Designed to achieve space superiority and enable strategic bombers to complete their assault missions. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Penetration my friend. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Yes. , stuff with %100 Shield Penetration and %100 Armor Penetration. 85 -1 = 1. 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. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Each transport fleet consist of 20 Android Assault Army and do not have a general. Report. ago. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. 8) melt. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. Plasma = 100% Armour penetration. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. Weapon damage hierarchy. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Failing that, Energy torpedos, or your highest tier torpedo. That's physics. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Proton. 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. Component. 5. 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). Arc emitters: 100% accuracy. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. In-combat regeneration occurs but its not a significant factor. 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. If you roll exclusively plasma and go hard on shields at the expense of armor you should stomp the ether drake without much trouble. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. 80% damage against armor. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. 2 - 3 Generator Habitats. Armor and shields are weighted equally, while ship hull points get a 0. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. 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. Railguns with 30% bonus to shields and 50% armor penetration are perfect. This mod is an optional content expansion package for Azur Lane Stellaris DLC. 概述. Edit: my second guess is that it stops all shield penetration completely,. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Maybe, but that'd have to be very shield heavy ships to be worth bothering, as sure they do 400% damage to shields, but only 25% damage against hull and armour, this kinda sucks as most AI have vaguely balanced shields and armour leading to a balanced approach typically being more beneficial. 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. 13. Frop. Advanced shields require Strategic Resource to make. In this video I explore the effe. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Kinetics only get like +15% penetration for medium and +30% for large size. In general, vs Kinetics, Disruptors, strike craft and trops. shadowtheimpure. Who knows how many galactic cycles it had been in place before it. 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. Only. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. , stuff with %100 Shield Penetration and %100 Armor Penetration. g, 100% penetration vs 75% hardening means 25% of the damage goes through. It lacks the bonus to hull damage lasers have. I'm trying to counter enemy fleets but I'm not doing very well. Shield damage have every gun +100%, which mean 1:1, except ↓. Shield hardeners are a new defensive technology in the upcoming 3. I tried everything, strikecraft, artillery, energy weapons, etc. So for a somewhat new person like me this sounds fantastic and that I should basically only use those weapons. 1 Graphics; 2 Ship Sizes. Best. Bolt. 44 MB. The below video linked when completely seen will provided the needed information. “虚空恶魔”应当是早期版本的误称。. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing: the arc. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Callinicus. I’ll stack a range-aura juggernaut in with them. 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). • 2 yr. - No Armor Penetration - Lowest Base Damage. You can see armor is quite effective against medium plasmas. Given that Stellaris' movement, war, etc. Penetration means it completely avoids the health bar and will directly damage the underlying bar. 索林原虫的出现不需要任何先决条件。. This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. 3) Missile Weapons have 100% Shield Damage, 0% Shield Penetration and 0% Armor Penetration. 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 weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. I am talking entry to exit longest distance available. It then gets divided by 4, presumably to make it the type of number Paradox. And it's absolutely nonsense to use a lot of shield strength (cruiser. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. some weapons have armor/shield penetration so they ignore it. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort. 25-30K with plasma and armor piercing things (like torpedoes). That does not mean they. 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. This article is for the PC version of Stellaris only. 75% armor penetration 75% Shield penetration and 120 range as well as a high damage ratio. Visual Amplifier - Increased ship weapon rangeI would agree with you if 2 m-shields gave lower total shield health than 1 l-shield. 67. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 5. In Stellaris, if you lose the fight for the system, thats generally all that matter. They should give these a boost to 100% accuracy and possibly a % of shield penetration. EMP fuse -Specifically design torpedo, to. add modifiers add/substracts a set amount of a resource or attribute to a scope. It gives +100% to both shield and armor penetration. Honestly shield penetration and armor penetration is pretty amazing. They also have 50% armor penetration, so armor will be less effective. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. 100% shield penetration, 100% armor penetration. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. Stellaris does not use the standard technology tree that most games use, instead it presents you with three randomly selected options. Massive overkill armor can leave you with fairly substantial damage reduction against 90% penetration weapons (plasma/lances), but if the enemy brings these two janky and underused weapons they do completely 'turn off' your armor, which sucks. 26. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. 1- They spawned really far and holy fuck so much micro. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. Production Revolution. r/Stellaris. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 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。. Beam. Related Topics. 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. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. But if some torpedoes do get by, I wonder what is the. Armor, that stand in a way to hull. Jun 15, 2019 @ 11:18pm "penetration" #1. . In addition to that, explosives tend to have Penetration. BTW, this is modded. 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. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. 33% reduction, it's 33. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. 1). 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship size. One thing i have noticed though is that Shield Regeneration pretty. Compare with Marauders : +25% hull damage, 20 dps. Stellaris. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Frop. They are "Very Large, Slow-Moving Missiles" They have 100% shield penetration. 01 ship_armor_damage_mult = 0. 4 in to hull through armor, if shield penetration, in to hull through shield. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. 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. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. 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。. Stellaris fleet getting destroyed. ago. 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. Stellaris. Even with their bonuses, their time to kill is awful. 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. - Component ("Psi Shield Module") like a. I'm still trying to wrap my head around how Stellaris handles weapons and defense. 25 days. 9%. Stellaris. Concussion Missile ( Small )Shield Penetration is stupid . 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. That’s how badly hardening gimps penetration weapons. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. shield_damage = <float> shield_penetration = <float> armor_damage = <float> armor_penetration = <float> Determines the damage efficiencies and. Relevant lines are here: Anti-Armor Bonuses. They do explosive damage. They DO have a tooltip that says that Archaeo-Engineer ascension perk adds 75 shield. maybe some space fauna or raiders come and lower one, and the other one kills it. After some digging, I found this file: SteamsteamappscommonStellariscommoncomponent_templatesweapon_components. So two m-shields are strictly superior to one l-shield. Yes, but that doesn't matter too much. . Missiles are best now. Stellaris. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. E. And PD is the fighter-counter as well as the missile-counter. ago. 04 0. It makes no sense what so ever to have this. Stellaris Real-time strategy Strategy video game Gaming. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. Armor reduces damage by a set percent. −20% armor penetration. Forty battleships have been equipped with. It lacks the bonus to hull damage lasers have. When it comes to hard countering something (such as the. First destroyer fleet lost 19 ships and the remaining hull was 40. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, powers a space-time continuum distortion emitter. The other version is "%chance to reduce any damage from penetrating at all". −5% accuracy. As of 3. Stellaris > Discussions générales > Détails du sujet. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. You can beat anything because Stellaris is not hard. In late game battleships, you have a similar effect, just the other way around. 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. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 6. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Side bonus of 80% shield hardening and 400 extra armor and shields. Cheaper Alloys cost than armor. The 100% shield penetration and 25% extra damage to hull makes missiles devastating to the Unbidden. . add modifiers add/substracts a set amount of a resource or attribute to a scope. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. There's about a 10 day delay though. Well, as you know in Stellaris ships have 3 "health bars". Driller drones have some problems, but are awesome in no shield systems. 25 days. 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). 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. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. There's no difference in Shield. File size:42. and it feels like such an all or nothing type of weapon build that any weapon that doesn't have full armor/shield penetration is a waste. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. Robotics and Kinetic are all rounders in this aspect. CryptoDoes any one knows the difference? Some examples would be great. Kinetics only get like +15% penetration for medium and +30% for large size. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. ive been running into an issue with shield regeneration after some repeatables. Fun fact. Stellaris > General Discussions > Topic Details. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. So. My attacking fleet has 1 of each weapon I'm testing (notably plasma, gauss). Shield worlds, halos, arks, all that good stuff. 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. But it also penetrates armor by 50%. It's pretty noticeable in a fight 1 vs. Large. They sound like the obvious target for point defence, but point defence ignores them. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. Yep, a mechanic added to screw with people like me who stack cloud lightning, arc emitters, and disruptors. Both are late game anyway so doesn't matter. 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. Auto-best is not good, it frequently makes completely nonsensical design decisions. 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). Penetration means it completely avoids the health bar and will directly damage the underlying bar. But in Stellaris both options provide the same amount of total shield health, it's just that m-shields also have higher regen. Potentially best vs human opponents with point defense. 4 in to hull through armor, if shield penetration, in to hull through shield. 27 dps. Particular_Jicama_97. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. 1. 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 destroy the enemy. 100% shield penetration. hard shields that limit shield penetration, etc . 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. 09 0. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. . Proton. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. 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. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. 1- They spawned really close and the endgame crisis didnt even take 2 years. They are called Space Torpedoes. 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). You can find a rundown of the contingency’s ship systems on the wiki, take a look and develop a ship to counter. The bonuses are explicit for how/what they apply to. wpmaura. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). 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). They're more effective the more shielding you have on the ship. If a hot border can be anticipated, I go for a Bastion Habitat. (Except for the shield debuff). While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still.