Where's my fucking reactive armor, goddammit. Between early access to rare resources edict, lvl 3 ascended clone. The Slovenian T-55S1. View this video if you w. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. Updated: 24 Jan 2022 00:59. I usually have a science ship/construction/troop transport etc sitting outside a Leviathan's system for when it dies to make sure no one else grabs it. Thanks!Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. Vanilla mechanics and lore were taken and expanded upon, instead of trampled. This is separate from your Naval Capacity (shown at the top of the screen). I have done it several times. You should prefer weapons that have the largest modifier, as they scale better. The air service tested the attack aircraft against main battle tank surrogates with explosive reactive armor. (Regen values are now 20% of the previous values for most components. TheMoe. That said, they do tend to die quickly. 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. The mod might not mention it for some reason, for example because it is not available to the player, or it might fail to mention it as an oversight. ENERGY WEAPONS. In short, this mod is somewhat similar to Active Humans, but not glitchy. One of the more expensive traits in the game, the erudite trait doubles the amount of research speed that the intelligent trait provides (20%) whilst increasing the. Thread starter Lazerus Artificial; Start date May 21, 2022; Jump to latest Follow Reply. In the far future of Stellaris, mastery of how to get your hands on this dark matter will serve you well. For them to be truly useful, they should be attached to the space station and just add their firepower / armor / shield and HP to that. Content is available under Attribution-ShareAlike 3. Stellaris cheats and commands. Stellaris: Armor Hardeners are very effective. 2 pulse armors cost 120 power and less power than that and give 2040 armor + 1800 shields. Advance time day by day, and note that armour on the damaged ships tick up by a bit less than 2 per day (2 on most ticks, 1 on a few) and hull by less than 1 per day (looks like about half that, but let's look closer). At level: none, the ship has no armor, so the armor type does not matter. File must be called ' [insert file name here]' without the brackets. Steps to reproduce the issue. Although the approximate weight of a single container is 5-6 kg, most of the weight comes not from the containers but the supportive structure. This reaction is interesting: You get +20% society research bonus for 20 years, in exchange for ending the situation early without the normal reward. You can see the effect directly if you put two afterburners in and watch the numbers. Reactive Armor Set | Elder Scrolls Online Wiki. Armor is the best defence in the sense that you can't put PD in your defensive slots. 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. It makes no immersive sense. 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. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. 6x Crystal plating - 1650 HP. Some weapons do bonus damage against armor and have armor penatration. 25-30K with plasma and armor piercing things (like torpedoes). 1-6. 67. 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. Until shields are stripped you only really want enough armor to prevent missiles/fighters from doing direct hull. The German government last fall essentially financed the transfer to Ukraine of 28 M55Ss, by giving the Slovenian government. Description Can't place reactive armor in ship A slot Game Version 3. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. 6 Technology List – Q to S. Any village blacksmith or Ned Kelly can make bullet-proof armor; the trick is making it bullet-proof and still allow the wearer to move. Space warfare. Also 1 armor reduce 1 damage. 1. A ship_size has a list of slots that can have sections attached to them. They simply didn’t have any shields or armor. This is a writeup on the best ship designs in Stellaris v 3. 6 Technology List – Q to S. Stellaris > General Discussions > Topic Details. It seems like the single, most important commodity is energy. What is better depends on the enemy in question. making development and acquisition decisions about reactive armor tiles for Army and Marine Corps vehicles. Crafting Reactive Armor Catalyst. An edict to specialize in a branch of research sounds fantastic. The only reason to go hangars is to help fight of pirates, and that is less important than actual defensive value. numinos710. . This page was last edited on 7 February 2022, at 03:20. Your ships are armed with missiles, and you run Volatile Explosives/Volatile Reactive Armor when you declare war (which is as often as possible). And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. Lets make a tier list! Lets dive in!Chapters:0:00 Intro1:55 F tier - weapons7:49 F. climbingeastofwinter Aug 24, 2019 @ 1:18pm. Playing Stellaris and EU4 Links updated for new forum March 31, 2015 Download the Fix-it-Yourself Pack for HoI. I never seem to have enough and I have no idea how to stay in the black. There really isnt a which one is better, its which one is better in this specific situation. Stellaris: Every Weapon Ranked - In this video I review every weapon and rank them in the new 3. Keep in mind point defense is integral for shooting down missiles/torpedo spam but counts as a weapon slot. I'm creating this thread as a catalogue of bugs and exploits present in the current 3. However, shields are cheaper and regenerate automatically. At least one level, sure. Half and half on shields and armor, and 2 auxiliary fire control. How to Beat the Scavenger Bot in Stellaris. Extra tips: + bigger gun -> bigger dmg. IF the Proton Torp would actually be a T3 Missile-Tech, then. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. Originally posted by Danny: Careful with the event, pick the wrong option and you just get some minerals. It's actually 0. Advanced composite materials [8] and special armor plates provide high resistance to bullets and explosives and protect the occupants of the vehicle [9]. The mod also has nanite armor (or nanite dragon scale armor if you're lucky) that gives a static armor regen but also consumes power but stacking those will give you a reasonable self repair. . Power Armor is a very specific application of powered exoskeletons, in which the skeleton supplies the strength to move in armor that a normal man would collapse under. FEX, Leopard 2A5+ turret wedge armor is "reactive" in that it flexes and wobbles while an attacking projectile is passing through, exerting shear and bending stresses that distribute the projectile's energy over a larger area, thus reducing the maximum crater depth it could. Shield components now grant +50% more than before, but regen remains the same. Not sure how it will fair with the changes coming in Stellaris v3. Most of the leviathans have huge range, so you'll want to scout the system to see where the dragon is and then jump into the system as close as. tech_ship_armor_1: Nanocomposite Materials: tech_ship_armor_2: Ceramo-Metal Materials: tech_ship_armor_3:. Content is available under Attribution-ShareAlike 3. That's a bit too subdued. the wiki claims that armor penetration directly affects the damage reduction, not the integer armor value that is translated into damage reduction. Living standards are a measure of the quality of life and happiness of the pops in Stellaris. 1 damage-1. Lets break down every weapon available in Stellaris. There is an archaeotech building, the Ancient Refinery, that produces all 3 special resources, meaning that you will have access to the special resources edicts, namely, Volatile Reactive Armor, Volatile Explosives, Exotic Gases for Shield Boost, Exotic Gases as Fuel and Focusing Cristals, that combined with the bonuses you already have from. Jump to latest Follow Reply. Upset-Pipe-6535 • 4 mo. 5 Stellaris Tech Id List – J to P. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that replace the. Plasma is something in between (dealing. This Mod Adds Ultimate Sci-fi Army Pack to the Stellaris Game. I personally play cooperative multiplayer and that’s the most of it. 6 beta What version do you use?. Secondly, a "Living Alloy Forge" planetary building that has a upkeep cost of 1 living metal but produces, without pops, say 20 alloys. Stellaris 3. Stellaris 3. As accidental fly into a pulsar system means if you have the other way you get wrecked. Mods Early 2022. Go to Stellaris r/Stellaris. The Stellaris Command Limit is just another phrase for how big your individual fleets can get. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. -3. Prefer weapons that do increased damage to one layer of defence and hull over weapons that target just a layer of defence. Personally I've been toying with the idea of seeding my fleets with corvettes and destroyers filled with nothing but point defense, which should leave a real good amount of power and room left over for lots of armor and shields. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. So in the end you damage ship with 1 armor for 2. 1% armor daily regen. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. Video by Montu Plays. But wait there's more. They don't take up naval cap, they can be configured as speed bumps and reactive armor to protect the station (point defense standard platforms, ion gun platforms + range module in station), and their armor can be improved through rare techs. They are valued far more than the common basic resources. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Try to expand early if you are playing wide (owning lots of systems) so you don't get cut off by other empires. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. Contains new ships, technologies,. That fixed a lot of problems. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. The AD-1 was upgraded with the new V-46-5M engine from the T-72. ”. While its main objective is to inform high-level policy decisions, this document should also be of interest to a wider audience, including armor technologists, acquisition executives, force structure planners, and land warfare strategists. This tiny and relatively non-invasive mod replaces the Gateways introduced in Stellaris 2. In response, a new generation of anti-tank missiles with two or three stages of detonation was developed. The world is more fleshed out, with more to do and. The effects of each option: Construct a better container: Delays completion of the situation, and the resulting reward, but the reward amount will be the same when you finally get it. 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. 9 Meta Update] August 27, 2023. Buy some Motes and declare war. Heavy Armour Vehicles Cost: 300 Minerals 40 Manpower 60 Alloys Damage: Morale Damage: Collateral Damage: 250% Health: Upkeep: 10 Credits Manpower 0. 17 times the amount of shield power, then it. This seems to me, to be that the developers are anti-shields because shields are always, in any sci-fi universe 1000% better. . Your ships are armed with missiles, and you run Volatile Explosives/Volatile Reactive Armor when you declare war (which is as often as possible). synthetic God and birth of a star. 5x Armor ratio will design ships where the Utility slots will contain 50% Shield and 50% Armor components. . Some celestial bodies in the L-Cluster contain a unique Strategic Resource: Nanites. Edit: the fleet composition I used (mix of all ships) works fine loaded up with weapons detailed below. 5 is applied to armor, when it hits? And if there is no armor, then a full 4. Ether Drake is all armor and hull and I think he's regenerating, so you'll want armor penetration. Don’t let all the RPers disturb you, it’s just a thing. Against other empires you can also make some screen Destroyers with big armor and reactive modules, but don't bother against the Crisis - everything getting in the range of its guns powderises regardess of what you. Each of the next sections, except for the few last ones, are an overview. ; activate_ascension_perk [name] – Activates a specified Ascension Perk. Table of Content show. 0 unless otherwise noted. ago. Through illogical space magic the 'mass reactive' warhead of a bolter shell somehow knows when it has penetrated into a target, despite targets having wildly varying outer layers ranging from all types of armour and clothing to bare skin which can also be of wildly varying density and toughness, and. • 6 yr. 2% for hull, 5. If you mean by penetration resistance, then yes. Stellaris enhanced mod collection. r/Stellaris. the armor is chance on kill it's a rare tech that may or may not appear after killing the drake. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. Railguns with 30% bonus to shields and 50% armor penetration are perfect. The game was good though. 1 Regenerative hull gives +10% daily armor regen. Neutronium also has the advantage that it heals slightly faster with regenerating hull, and there. Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage). Description Can't place reactive armor in ship A slot Game Version 3. But it also penetrates armor by 50%. People Playground mods download. ago. Crystal-Infused Plating: tech_crystal_armor_1. Stellaris Clone Armies + Psionic Ascension + Archaeo-Engineers + Become the Crisis = The ultimate fleet in the galaxy. You deal 3. e. 4 Stellaris Tech Id List – F to I. BoydofZINJ May 14, 2016 @ 7:43pm. The Star Hold launches fighters, but they quickly get killed because they have barely any armor; The attacker destroys the platforms one by one. Almost all bonuses in Stellaris are additive meaning they don't really stack, having multiple 10% bonuses still only increases Mineral production by . #1. To compensate this a submarine scope was salvaged and integrated into the cockpit. Jump to latest Follow Reply. As you’re doing that, send in. Yes, I killed the dragon and reanimated him, getting both a super early dragon to destroy my enemies with as well as the dragonscale armor (after killing him, 3 small dragons attacked the neighbouring system and their debri had the armor), so the only thing I missed out on were the small dragons, but lets be honest they are crap anyway and require living metal. 6. Shield strength, against full shield penetrators, is given by. As for the reactive armor, yes the hardening modifiers stack. We also need nobility clothing. 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. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Ditch the disruptors and other weapons that primarily work well vs shields, refit after you kill it. They cannot be built in orbit of a celestial body that has an. Simply, shields grant total damage mitigation in a small pool. 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. It is our dedication to the. Except terminal egress, which gets 3 ion cannons and 4 L/L. The reason is, because the shields are taking a lot of energy from the reactors. )DS adds one of the most advanced Nomad-origins of Stellaris. Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. It is weird in stellaris was the opposite. It's easier to to get high end shields (Dark matter) than Drake Armor and you can get Psionic shields in certain play throughs. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. Homeworld: Conquest Jun 30 2022 Released 2018 Grand Strategy A total conversion mod for Stellaris set in the Homeworld universe. This led to the next part of OWL, a framework that enable easy integration of standalone weapon and armor. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. I know that food is only consumed and i should aim to be at +-0 per Month. 290 hull points. Only way to replenish shield is the upgrade exploit. For best experience, use Neutronium armor and activate the "Volatile Reactive Armor" edict. According to your statements, it looks like armor is much inferior to what I though! Battleships you want to get that sweet 90% armor bonus, then stack the rest on shields. 3. I they are using a mix of damages, then a mix of shields and armor is better. The defense armies will need 50 -100 days (on paper and in their prime) to beat the cybrex warform. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. 8. While neutronium is extremely dense, simply having it on a ship might not produce an enormous gravity. Official ST: New Horizons Mods. 67. Games. These are also easily moddable via its file, see #Tiers . Nov 22, 2016 9. section_template – #Ship Sections. 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. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. 5 Stellaris Tech Id List – J to P. 1000 bullets do not add up to a SABOT round. Justification: level-1 points defense is usually better than level-2 laser or kinetic. Oct 14, 2022. Shields can be stacked higher than armour. The armour rating will determine how much armour one can put on a ship before you simply begin to waste slots. The L-Cluster is a cluster of stars located north-east of the galaxy and entirely inaccessible through the regular hyperlane network, experimental subspace navigation, or jump drives. Build Starbase at choke points, not on all outposts. Ships that take hull damage have their combat performance reduced, so armor is much preferable since taking armor damage doesn't cause any. This means youre amount of hull points are still fairly low compared to say the max 8 to 9k hullpoints you could get with a battleship. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 2x Crystal plating (hull HP booster) - 550 HP. Lets break down the weapon and defence components available in Stellaris. Agonarchartist. Voila, you now have how many hit points per mineral and per armour. The ship dies when the hull hits 0. From wiki. You can also use it against enemies who use only disruptors: one reactive. ago. Source: cell105/Wikimedia Commons. Oct 14, 2022. 6. Star Trek and all related marks, logos and characters are solely owned by CBS Studios Inc. Use the main version of ESC NEXT if you are playing later versions of Stellaris! GitHub: ESC NEXT git repository [github. Most of Stellaris's history is unknown or clouded by mystery. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. So plasmas deal almost 10 times damage vs 90% armor than something with exact same damage but no armor penetration. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. 6 update. Kinetics are in the same spot, but there it is evasion + shield + armor. . 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. Plasma is something in between (dealing. Description. After entering combat and after retreating, the ships had normal repair values (5. They could just use the anti-hull torpedos and autocannons and shred your ships. Shields are usually preferable to armor because shields will regenerate immediately after the battle and let you press on the attack. Reactive humans do nothing when nothing is happening. ago. And if they have, armor is better than hull against kinetic batteries. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Almost every side of the dreadnought has a 20 cm layer reïnforced steel realligned with reactive armor spots allowing for protection of critical points. Sohei May 14, 2016 @ 7:44pm. The shield absorbs the 250 damage and is completly depleted. 0 unless otherwise noted. acolight • Introspective • 2 yr. 5. I've unlocked the Reactive Armor Catalyst item through mission, and am at Level 15 in Engineering, but it won't let me craft it. 8. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. NERA advantages over explosive reactive armor (ERA) are its inexpensiveness, multi-hit capability, [1] and ease of integration onto armored vehicles. These are also stack. These ratios will get worse with later-game tech - not just repeatables but also simply because larger ships have higher armor/hull ratios with Neutronium armor and both hull upgrades than they do with Nanocomposite armor and no upgrades - plus there's things like the Reactive Armor edict. 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. Good Afternoon, I’m taking over Dev Diary duties this week as Eladrin is away! We’ve been continuing to work on the 3. Tutorial. I'm not a fan of this new type of ship parameter. Corvettes are quick, cheap to build, and smaller but have high evasion. Corvette spam and frigate gank squads have their place, but cruisers and battleships are the way to go. Content is available under Attribution-ShareAlike 3. There are only three small slots to work with, so things aren’t too. #2. Natural strategic resource deposits are always visible but requires specific technology to exploit. 5 Living Metal +50% Megastructure build speed Living Metal technology Sep 14 @ 2:53pm. 20k chance / scours. Side bonus of 80% shield hardening and 400 extra armor and shields. In some games, armor is modelled as a 'resistance value', that you have to exceed in order to do damage. Upset-Pipe-6535 • 4 mo. So that gives us 34. Missiles pierce both cause fuck you. Corvette Missile Boat Stellaris Corvette Design - The Fundamental Class. This led to a new version called T-55S1, equipped with Explosive Reactive Armor (ERA), a 105 mm gun, a new engine, a new Fire Control System (FCS) and other modifications. If you had it, all your ships will regenerate armor and health even if they didn't have special modules. #7. The total weight of reactive armor kit can be up to 1. Some weapons do bonus damage against shields. Such a Reactive Armour is highly effective against explosive Weapons, whereas nearly in-effective against kinetic Ones. This page was last edited on 7 February 2022, at 03:20. Unfortunately you need so many T2 engineering techs to get them that you'll almost never see armor hardeners before cruisers, but oh well. Losing hull points but not armor points [SOLVED] I'm looking at fleet that just survived combat almost entirely intact, no lost ships, shield percentage is already 100%, armor value is 100%, BUT the hull value is 97%. Volatile Reactive Armor: 1 Volatile Motes +25% Armor hit points By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming. Specialise in science, or production, and shape your living planet forever. Shields are more cost-effective than armor, which makes corvettes cost more alloys Use a Swarm computer setting, for an evasion bonus, as you get no bonus evasion from Picket setting (lowering survivability more than keeping a 30 range distance) FreeMe May 12, 2020 @ 3:27pm. Does that mean that 2. Let's div. Javelins defeat reactive armor by using their first warhead to disperse the reactive tiles, then punching through the enemy’s main armor layer with the second warhead. Haven't seen that yet, but I might have not been paying attention; I could see it happen, on. A page for describing Heartwarming: Stellaris. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. NPC | Reactive humans | Adds humans with simple AI, and allows you to control creatures (NOT REACTIVE) by clicking X on them. These three things are then used by a ship_design to formulate a complete ship. Shields are able to because the energy dispersal is spread evenly along all layers of shields. 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. 7 Technology List – T to Z. Games. Which is the cause of the problem. " The T-55 AM was designated T-55AMV when fitted with reactive armor. 311. Thus 1 armour gives x hit points per 1 mineral. Please explain your issue is in as much detail as possible. Stellaris. . T-55M retrofitted with Kontakt explosive reactive armor are designated T-55MV, the "V" signifying vzryvnoi, or "explosive. E. Roughly: every 10 days (minimum) 1 defense army breaks and every 16-33 days: 1 defense army is killed. Personally im a huge fan of the increase 200 hp armour mixed with some shields till my energy level is around 0-5. The technology for reactive armor (tech_armor_hardeners_1) has Exotic Gas Refining listed as a prerequisite. 7 days. ago. . Playing Stellaris and EU4 Links updated for new forum March 31, 2015. KuroYami no Kishi. The command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. I have both the K13 Engineering DOff, as well as different quality Research Lab DOffs, but none of them are populating into the DOff slot for the project. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. Explosive reactive armour (ERA) is a type of armour that is used in modern tanks and other armoured vehicles to protect them from projectiles that employ shaped charged warheads. Hull Technologies now give 10% hull instead; Armor and Hull regen now behave like shields - five times faster outside of combat. It combines all the previous armies, tweaks them, and adds many more through the use of traits. But you can shrug off kinetic artillery and auto cannons. • 4 mo. Cryptooh, tier 5 armor and dragon scale armor are far better then the crystal, but more expensive, but price doesn't really matte that much late game though. Shields are more cost-effective than armor, which makes corvettes cost more alloys Use a Swarm computer setting, for an evasion bonus, as you get no bonus evasion from Picket setting (lowering survivability more than keeping a 30 range distance)FreeMe May 12, 2020 @ 3:27pm.