Stellaris shield hardening cap. Except that they use 25 / 50 / 100 power each. Stellaris shield hardening cap

 
 Except that they use 25 / 50 / 100 power eachStellaris shield hardening cap  All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called

Armor hardening is better and easier to get than shield hardening. Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. Big sad. If you implement that, properly so the. )Galactic Paragons Expansion Features. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. 8. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. As probably most of you know. HerewardTheWayk • 1 hr. The downside if that they use power and missiles/torpedo bypass them entirely. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. (autocannons, which the AI loves to use) are crap against it. 34. 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. 1. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. 0 was never released to the public instead making patch 3. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. Reply ggmoyang Voidborne • Additional comment actions. 0. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. #4. +100 Shield Hit Points +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Which reduces your influence and diplomatic weight. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Cool. Regenerative Hull Tissue Buff 3. ago. Vassalization request towards a Machine Intelligence empire. 4 Claim influence cost. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. 1 shield regen, 15% shield hardening. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Psychic Governors get +10% unity production, Psychic admirals get +10% weapons damage and +10% shield hardening, Psychic Generals get +15% morale and +15% morale damage, Psychic Scientists get +25% survey speed and +1. Damage redirected to the hardened component. malakhglitch Rogue Servitor. The shield regeneration is per shield slot. Depends on who you're fighting. Wooden-Many-8509 • 22 min. 1. They can help handle most forces until the enemy starts rolling. 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. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. 8. 1x regenerative hull tissue. NagolRiverstar • 1 mo. This page was last edited on 21 May 2022, at 20:12. ago. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. 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. 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. Jump to latest Follow Reply. 3. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. So if you got shield hardener, then 25% is dealt to shield. nightraven1901. The cap to the Force Disparity bonus for fleets. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. -100% doubles your shields. ago. 50% shield. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. 1x regenerative hull tissue. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Except that they use 25 / 50 / 100 power each. majdavlk • 2 min. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). 7 days. 3. (Note: patch 3. E. Stellaris. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 2 thirds armour 1 third shield. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. and a huge stack of armour. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. 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. The nano missiles and saturation artillery are flatly excellent. Protective Bastion: +2 Starbase Cap-25% Strabase Upgrade Cost Finisher Effect: +10% Trade Attractiveness. Ograe • 5 yr. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. 1. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. Stellaris. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not. Time to load it up with armor and plasma! 12. Go to Stellaris r/Stellaris. 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. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Ancient Pulse Armor (and other ancient armaments) are impractical. 2x Crystal plating (hull HP booster) - 550 HP. 6 beta for Extra Ship Components:. 0 “Orion”. Report. 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. Also carries Auras. Is this a good strategy for winning battles right now?and a huge stack of armour. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. It's a bit slower than shield reg, but your fleet starts each battle at full health. It won't be that bad in 2. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Architect of War −10% Military Ships Build Cost +30% Military Ships Build. They can help handle most forces until the enemy starts rolling up with battleships. 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. 3 Stat modifiers affecting empire. +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. using modules and Edicts, and. Refire rate and general stats have been adjusted. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. EDIT: the philosophy this is based on is pre-3. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. Mean-Falcon-6204 •. . Now say, 30% shield hardening cuts Disruptor damage by a third. 1x shield capacitor. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. 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. Third, buff the hardening components. So armor is coming at a premium. For Psionics, the main benefit would be the Psychic trait. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. Just what it say on the tin. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. Plasma is a bit niche, but against a pure armor ship. It gives +10% weapons damage, +10% shield hardening for admirals. Paradox Forum. Stellaris Wiki Active Wikis. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Content is available under Attribution-ShareAlike 3. Can reliably hit 100% Shield Hardening with Archaeotechs. • 20 days ago. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. 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. TLDR; Armor is better than shields the vast majority of the time. 37 Badges. It is developed by Paradox Development Studio and published by Paradox Interactive. 1 daily regen (2. ago. as it is with the shields e. ago. Information. It averages at 850. Can't terraform Mars then. 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. Jan 8, 2019. . Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Larger ships have more. is it worth it do you think?Hello! I used to be pretty hardcore into this game. #15. . Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. 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. 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. Xaphnir. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). The field cannot be removed by any means, with the. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Shield nullification. List of all technology ids in the game to be used with "research_technology" console command. If this capacity is exceeded, they become permeable to the following attacks. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. I think the maximum leader cap was 12 or 15 (in 3. 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. Observe the full damage going through shield. 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. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. 2x Armor III - 430 HP. EDIT: the philosophy this is based on is pre-3. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. With the 2. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 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. but they come at a few costs. And ye, I'm already undetectable and in a "sweet spot". Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. Discussion. 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. And you’d be better off fitting the cruiser with armor and shield hardening than trying to stack evasion, which the frigate doesn’t have enough A-slots to pull off. Refire rate and general stats have been adjusted. In the meantime I found a bug. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Shield strength, against full shield penetrators, is given by. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. Reclusive −5% Diplomatic Weight. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. It gets deleted when the colossus is used. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. e. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. Total HP = 2853 with 5. So the Whirlwind Missiles and Strike Craft both pierce shields. 00?Stellaris. 8. 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. It gives a +10 fleet capacity but a 5% upkeep increase for ships. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. " Looks like a potential gamechanger for ship builds. The wiki doesn't say anything about them having point defense. 6 shield regen, 15% shield hardening. 6 Technology List – Q to S. If they're using mostly Lasers or Point Defense then you would want shielding. Megastructures are colossal constructions. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. In Stellaris, the current command limit cap is set at 500. Also, the planet was stuck in a loop where the civilization would grow and die off in a matter of hours before starting up again. Yes, I'll attack the frigates yada yada. 30% armor hardening on top cuts it by another third. Decreased the base damage of explosive torpedoes. Basically arc does 25% damage as shields are enough. Edict Fund can be increased by the following:. give shroud avatars 90 or 95% shield hardening . M: +315 shield HP (505 with AP), 4. Armor is generally the better of the two, but it can depend on the AI's ship designs. It also means you will only need 50% shield hardening to fully harden against these threats. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. Archeao Engineers as a perk. 13. Decreased the base damage of explosive torpedoes. The amount of hull it. A quick search reveals that shield hardening apparently stacks. M. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. Thorin May 12, 2016 @ 8:08am. 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. Hardening stacking question. 7 throwing this strategy out the window. The advantage to shields is that they recharge on their own, but no longer in combat. (Note: patch 3. Doesn't seem like silos or anything else increase it. If you're using Clone Army, you want that empire to be war-heavy, more than likely. Deflectors are shields and do the same as any other shield within the game. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. The driller drones synergize really well with other shield bypass builds. Is this a good strategy for winning battles right now?Expand user menu Open settings menu. Stellaris technology list and IDs cheat. 8 Governing ethics attraction. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. Shield strength, against full shield penetrators, is given by. But only occurs during combat if you have shield capacitors installed. You can optimise for a large buffer or fast regen, and each. 5 days. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. Megacannon is 40% more DPS and 1. nightraven1901. ; About Stellaris Wiki; Mobile viewJust had a random thought here. Larger ships have more. r/Stellaris. Stellaris > Workshop > Laquly 零者's Workshop. +25% Shield Regen +3% Shield Hardening; Missiles. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. 0 unless otherwise noted. As probably most of you know. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. 25 to shield. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Decreased the base damage of explosive torpedoes. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. About this site. Nov 16, 2023PitiRR. 1 Libra 4. I'm assuming. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. For shield tanking you don't need a large amount of shields. Posted by u/[Deleted Account] - 4 votes and 8 commentsModifier Effects. Each start system can have between 2 and 15 celestial bodies. 3 Base intel level. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. Apr 23, 2023. . Planetary shield generators in Star Wars are impenetrable. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. 7 Fleet command limit. 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%. Archaeoshields should now properly provide their shield hardening bonus. ; About Stellaris Wiki; Mobile viewmy shield nullification surprise. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. 0. 25 days. Shard. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. Yes, I'll attack the frigates yada yada. This mod is a global compatibility patch for Stellaris 3. Polarize Hull, Hazard Emitters, Aux To Dampeners, and above all Aux To Structural Integrity are. The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. This way I got a pretty low effective fleet cap but no changes in early game. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. Tiasmoon. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. These IDs are usually used with the research_technology tech ID command. So thats 285 average damage per shot v armor every 5. That seems to make Shield-focused fleet builds more attractive, i. 6x Crystal plating - 1650 HP. 3 Stellaris Tech Id List – C to E. So the Whirlwind Missiles and Strike Craft both pierce shields. Go to Stellaris r/Stellaris. Stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. A +50% bonus to one of the most common jobs in your empire. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating. Their battle ships regen something like 14k shield per day. Stellaris > Workshop > AlexaTheGoddess's. Takes 90 power, cost 22 Alloy 10 MAs L: +750 shield HP (1200 with AP), 11. X branch. In the tests, I made 3 test juggernauts: 1. 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. And a corvette: 50%. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. 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%. You can roll. 4. As soon as version 2. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Replaced can_see_in_list with hide_leader. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. and there is no way to bring them back. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Here are the complete notes for Stellaris 3. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. ago. That's some. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Upload Attachment 7. The cap to the Force Disparity bonus for fleets. 0 unless otherwise noted. *) Created by jasonpepe. The 3k minor artifact cap is pretty painful now. 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. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. 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.