Stellaris shield hardening cap. Apr 23, 2023. Stellaris shield hardening cap

 
 Apr 23, 2023Stellaris shield hardening cap  5 Stellaris Tech Id List – J to P

Cato Mar 7, 2018 @ 5:55pm. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Canis Minor v3. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. 0 was launched, they doubled the cap from 200 to 500. 0 was never released to the public instead making patch 3. But only occurs during combat if you have shield capacitors installed. Hello, i wonder what "+% armor penetration" realy does. We’ll begin with an exploration of the goals and. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. Deflectors are shields and do the same as any other shield within the game. Hull is 3300. Stellaris Wiki Active Wikis. Just don't expect much from Corvette shields. Any chance next patch our own bases and AI bases will deploy only armor in a zone that removes all energy shield (stars nebula with 100%shield nullification) Also same for weapons why would my station need guns with extra shield damage when there are no shields in those sectors id rather see my station. nightraven1901. Damage redirected to the hardened component. Information. Increased the range of Energy Siphons. 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. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. ago. , facing Arc Emitter battleships or the like. Report. and a huge stack of armour. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. Just what it say on the tin. 6 “Orion” update. Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. Refire rate and general stats have been adjusted. It lacks the bonus to hull damage lasers have. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. The current "meta" is hardening and penetrating weapons, often hardened armor. Megastructures are colossal constructions. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. 3. Q2. This page was last edited on 23 March 2022, at 17:16. but they come at a few costs. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Taking any damage at all will reset this timer. After all it is better to field 100 cheap battleships than 80 armored ones. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. 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. Check to see if your rival is going Laser or Plasma before selecting defenses. +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance. MuffinFIN • 5 yr. They cannot be built in orbit of a celestial body that has an. #15. Third, buff the hardening components. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. As accidental fly into a pulsar system means if you have the other way you get wrecked. That’s 17. Battleships are around 11. 7 throwing this strategy out the window. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. 2 thirds armour 1 third shield. A +50% bonus to one of the most common jobs in your empire. 6 beta update they removed the evasion for shield hardening, which is significantly worse :( Lot of people complaining about that specific change. 75 to armor and 6. Equip an ancient suspension field 2. Archaeoshields should now properly provide their shield hardening bonus. New comments cannot be posted and votes cannot be cast. 9) quite a lot. A quick search reveals that shield hardening apparently stacks. There is too much data tied up in a planet. Stellaris. #1. Stellaris Wiki. 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. They're very powerful if your enemy lacks hardening. 0 “Orion”. And Unbidden anchors now give their ships shield hardening and boost shield regen. They cannot be built in orbit of a celestial body that has an. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 1 shield regen, 15% shield hardening. The other version is "%chance to reduce any damage from penetrating at all" but I. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 64) with it. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. 00?Stellaris. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. From the incoming 3. 4. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. Also, shield/armor hardening could make a disruptor. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. 1x regenerative hull tissue. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Stellaris is a sci-fi grand strategy game set 200 years into the future. 2x Armor III - 430 HP. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. Dec 31, 2022 @ 11:16pm No, its pretty bad now. Removed any mention of a 365 day calendar in Stellaris. ; About Stellaris Wiki; Mobile viewJust had a random thought here. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. I started a new game and I saw the frame world origin. Just had a random thought here. Base: 20 Modifiers. For downside traits, Unruly and Deviants are the best. E. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. It is weird that the double amount of smaller shields is better than one class larger. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Increased the base damage of Flak PD. Jan 8, 2019. . In the default galaxy map mode, subjects have the same color as their overlord. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Q1. A quick search reveals that shield hardening apparently stacks. Is this a good strategy for winning battles right now?and a huge stack of armour. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. give shroud avatars 90 or 95% shield hardening . Other than Armor Hardening, it's just the edict to speed up megastructure construction. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. Decreased the base damage of explosive torpedoes. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. Battle ships are your heavy carriers and artillery weapons. Xaphnir. With a shield capacitor, that's +50% regen. Can reliably hit 100% Shield Hardening with Archaeotechs. 0 “Orion”. Attack the ship with a shield penetration weapon 3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. X branch. Report. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. ; About Stellaris Wiki; Mobile viewMaybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. It does diminish in effectiveness slightly when faced with shield hardening. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. 0. EDIT: the philosophy this is based on is pre-3. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Armor a in the presence of armor penetration p reduces hull damage by a percentage. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I recently fought the Unbidden, which I hadn't done in a long time. With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. 1) (HEAVILY OUTDATED, PLEASE USE ANOTHER GUIDE FOR MP META). Now say, 30% shield hardening cuts Disruptor damage by a third. Generally you should mount a higher ratio of armour anyway. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. Ancient Pulse Armor (and other ancient armaments) are impractical. frac {a} {a + 60} * ( 100% - p% ) I. Here are the complete notes for Stellaris 3. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. hardening * total. 3. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. 8. Basically arc does 25% damage as shields are enough. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. Stellaris Real-time strategy Strategy video game Gaming. I ragequited after the battle, and than reloaded the save. " Looks like a potential gamechanger for ship builds. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Apr 23, 2023. 0 unless otherwise noted. You can roll. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. In Stellaris, if you lose the fight for the system, thats generally all that matter. 7 days. 3. 5% Stability. Increased the base damage of Flak PD. It is developed by Paradox Development Studio and published by Paradox. For shield tanking you don't need a large amount of shields. Armor applies damage reduction to the hull. If you implement that, properly so the. Stellaris. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. . The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. My enemy has mountains of torpedoes (no neutron launchers). it would still hit the 90% cap. Could be a researchable alternative under energy. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Observe the full damage going through shield. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Shield Hardening should protect from storms and neutron stars. Smaller ships only have one aux slot. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. The great khan event is brutal. Here are the complete notes for Stellaris 3. 2x Crystal plating (hull HP booster) - 550 HP. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. Thread starter Chuunibyou Imouto;. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. as it is with the shields e. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). 5 Q3. guiskj Captain. There is no such thing as a "barrier" in the game. In the middle, fittingly, is the medium platform. Armor Tier [I. 0 unless otherwise noted. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. 2 Available envoys. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. You can send your ships to vassal ports if you. Jump to latest Follow Reply. Edict Fund can be increased by the following:. The shield hardening components kind of revive the shields back to their older glory. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Are extremely powerful vs AI. 5 Defense platform cap. 8. 25) gets tanked instead (meaning. Upload Attachment7. 4. Thorin May 12, 2016 @ 8:08am. Stellaris Wiki Active Wikis. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. So the Whirlwind Missiles and Strike Craft both pierce shields. That's worse than 6+6=12s for a purely neutral weapon. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. So raw HP gives you better or same than the others, and always works. In Stellaris, the current command limit cap is set at 500. Even an armada of warships doesn't have enough firepower to crack a planetary shield. 6 shield regen, 15% shield hardening. 5x divider on shields. About this site. "Attacking. Armor/shield hardening is a counter for weapons that bypass that defense. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. X branch. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 1 Libra 4. Small ships can't do it no matter how much you try. Now say, 30% shield hardening cuts Disruptor damage by a third. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Thirteen new plans for military reform are waiting for you to implement. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. The planet was full of genetically engineered super soldiers. 5x divider on shields. If the target has shield hardening, they still work together to beat the shields first. They can help handle most forces until the enemy starts rolling. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. ago. Warhunter May 10, 2016 @ 7:11pm. This is so effective that ~40k fleets 1:2 destro/cruiser. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Losing 100 Ar or 125 Sh to get 65 Hull. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. In-combat regeneration occurs but its not a significant factor. 9. 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. e. When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. • 1 yr. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. You can roll back to a. Both are late game anyway so doesn't matter. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Explosive Missiles Balanced MK 1 Concussion Missile. The amount of hull it. 5% daily Armor regen will restore about. Also there is +30% evasion from 3 thrusters and 10% from combat. A destroyer: 40%. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. This community wiki's goal is to be a repository of Stellaris related knowledge, useful for both new and experienced players and for modders. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. 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. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. I think the maximum leader cap was 12 or 15 (in 3. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. HerewardTheWayk • 1 hr. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. 75% hardening all shield targets stop arc pretty well. 6. Decreased the base damage of explosive torpedoes. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 7% shields/day, or 250 out of 35834. Here are the complete notes for Stellaris 3. Current Stellaris Ship Meta (for v3. Ograe • 5 yr. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Increased the range of Energy. It is developed by Paradox Development Studio and published by Paradox Interactive. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. For example. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Paradox Forum. If you go into a system with shield negation, you average them out for the value of your shield. 1x shield capacitor. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. majdavlk • 2 min. Think of the Stellaris shield trade-offs the same way. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. But you're using a bad example with the trivial amount of tracking -- that's the level of tracking you get free, automatically, on every ship from sensors and. . Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Jan 23, 2023. Enforcers produce 1 Unity. Observe the full damage going through shield. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Stellaris: Shield Hardeners - You must use them. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. Recently I decided to pick it up again. 8. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. ago Maybe. g, 100% penetration vs 75% hardening means 25% of the damage goes through. • 20 days ago. No, those are permanently locked. shields shields shields man. Stellaris Real-time strategy Strategy video game Gaming. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. Except that they use 25 / 50 / 100 power each. Ran into a new event last night. I believe one of the fallen empires are very into disruptors. −10 Trust Cap −30 Trust Cap Xenolinguist Xenophile leader This leader views anyone different from them with suspicion and distrust. 2 thirds armour 1 third shield. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. This means it now has 90-50=40% as the penetration just subtracts armor percentage. Their fleets tend to follow their overlord's. Towards the late game I run Torpedo cruisers (20-30) with missile destroyer screens (15-30) and FAE battleship carriers(10) for support. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. 0 “Orion”. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. It gives a +10 fleet capacity but a 5% upkeep increase for ships. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. Discovered a shielded world where the shield was failing and was about to cook the planet to death.