Stellaris regenerative hull tissue. I'll summarize the changes below, which are all tested and verified. Stellaris regenerative hull tissue

 
 I'll summarize the changes below, which are all tested and verifiedStellaris regenerative hull tissue  save

A destroyer that's taken 50% will take over a year to regenerate back to full health. I tested this in game and verified it. 0. Two components mentioned in the title on the other hand, gives. 2 = static regeneration (2ARM/1HUL) + hit halts regenThe space whales are largely irrelevant. Guardian regeneration speed discussion. Mid and late, I like a mix of long range artillery ships in destroyers and battleships, using destroyers and cruisers as point defense and strike craft. In Stellaris you will often encounter spaceborne aliens, end game crises, fallen empires, and other enemy empires that you end up clearing out or attacking during war. 5% daily armor regen, which would fully repair an almost destroyed ship in 400 days. There seems to be another one too, Nanite Repair System, that I have yet to encounter in my games. 05% hull regen per Regenerative Hull Tissue componentI usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). In the early-mid game when your ships have 500-2000 HP its slow but noticeable and gives your fleets the ability to operate in enemy territory for much longer before they need to return to base. 5000. But, regenerative hull tissue feels more than a little strong, especially if you get it early enough. This is a searchable and complete list of Stellaris technologies and their IDs. The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have. " Looks like a potential gamechanger for ship builds. 9. If I buy DLC's that add new ship. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). While they add the same amount of HP shields actually add more eff. (Two crystal armors and Regenerative Hull Tissue). You have the perfect start. A damaged hull can help prevent damage. 1% daily, that can be fully countered by equipping 2x regenerative hull tissue, and lot of players (if not all) run one regen aux on all their ships, titan regen aura also nullify this effect. IIRC it is 2% hull regen and +5% armor. Despite all its nerfs, Regenerative Hull Tissue is a strong contender by default, for example. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 每日装甲再生: +1. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. They are not hostile unless attacked. First, that listed shield regen on modules is per month. 0(?)I have played Stellaris a fair bit, and Crystal-Infused Plating has always been a fairly simple mid-tier version of Crystal-Forged Plating, costing Rare Crystals to build, and grants a flat amount of hull. Warfare. Apr 7, 2021; Add bookmark #8 Sawtooth500 said:. Missiles - Very high damage, great against hull, bypasses shields, can be shot down by PD. So if your ship is down to 50% hull, it. There is a Synopsis with the - Guides, Gameplays, Videos and more other about this game. Related: Stellaris: How to Survive an Endgame CrisisMajor updates have been made to the Unity system in Stellaris. and AI dont use Regenerative Hull tissue, or crystal infused plating upgrades, a battleship fleet with those upgrades, along with full gunnship cores with. If I remember right it regens more armor per day than the hull. So a capacitor is 50% more of this, worth ~17. 5% Hull Regen to 0. They have inherent regeneration of 1% of their base health per day. I am playing with the Gigastructures mod and if the armor and hull regeneration are effective during battle, then I do not see how anybody would be able to destroy a behemoth planetcraft that regenerates 1,125,000 hull per day, since the damage output is about 55,000 damage per day. It only uses missiles. In Stellaris 3. Stellaris Dev Diary #313 - 3. I just added a reactor booster. As long as there is regeneration, it doesnt matter which unit it is on. I'm facing AI enemies that primarily use a combination of weapons. Basic corvette hull 2x shield 1x armour 1x regenerative hull tissue Set it to picket hull type and use point defence and two disruptors, then set the combat computer to swarm. It's twice as efficient as regenerative Hull. taggedjc • 7 yr. 6 update notes. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. Its Regenerative Hull Tissue/Nanite Repair System that need to be applied. Engineering research. Major updates have been made to the Unity system in Stellaris. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. 4 "CEPHEUS" PATCH NOTES. Original creator of the mod: Sam_. Redirect page. I do afterburners on large ships and regenerative hull tissue on corvettes. 2k. For defensive components, hull is the way to go. • 3 yr. 3. 报警机器人 于6年前 修改了 此页面。. Reduced upkeep scaling with empire size by two thirds, reduced efficiency scaling by half. So you need to repair regularly, or use regenerative hull tissue for slow regeneration. But by and large, the only reason to kill them is out of malice. Share. However, it's pretty worthless. 66 Badges. ask questions and/or talk about the 4X grand strategy game Stellaris by. I was just playing the 2. 3. 3. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. with my platforms and AI platforms when they get disabled they'll say disabled for a second then get a few points of hull and armor healing and pop right back into the fight. 5% of the. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Thought it was 1/5th regen rate for shields and armor in combat. Going with anything else is a massive power drop and not at all worth it. Event chains. Best tech in the game dont you agree?Whales are different. Question about Regenerative Hull Tissue. 2: Stack speed buffs. Content is available under Attribution-ShareAlike 3. C:Program Files (x86)SteamsteamappscommonStellarisgfxmodelsshipsmammalian_01 Related Topics Stellaris Real-time strategy Strategy video game GamingHigher damage per shot is sometimes useful for killing ships before they withdraw, but that only makes a meaningful difference in withdraw chance if the enemy hull is weak enough you can kill it in about 10 shots or less, and even a basic Corvette has 300 hull HP (needing 12 hits - or, more relevantly, 6 hits once the target is below 50% hull. Regenerative hull tissue gives 1 hull and 2 armor/day. Forever. . ; About Stellaris Wiki; Mobile viewRoseElise • 3 yr. Disruptor/Emitter - Low damage, directly damages hull. Servile pops should no longer retain the trait if they become zombies. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. 再生舰体组织 Regenerative Hull Tissue. First of all, shields daily hull regen is +1. 3, and yes I know it's quite long. It can help heal like 50 hull between systems I guess? If you get down to where 50-100 hull makes that much difference you are in bad shape to begin with. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Every so often, I'll need to focus on shields and use Shield Capacitors or Reactor Boosters, but mostly it's either Fire Control or Hull Tissue. You get regenative hulls from amobea study or killing them for debris. Living Metal is a strategic resource that gives you an empire wide buff. My ships tend to come out of most fights with few losses - although lots and lots of armour damage that needs to be repaired. Perfectly balanced, as all things should be. Does it work in combat? 3. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. As a general rule regeneration gets more value the longer combat goes on. A place to share content, ask questions and/or talk about the 4X grand strategy…Go to Stellaris r/Stellaris. I think its 10 days before it can begin to repair. In 3. Regenerative hull tissue gives 1 hull and 2 armor/day. Uttermostmeat66 • 5 yr. Dreadnought is the same as listed above except that it loses. Also, menacing ships only cost minerals even if you install advanced tech such as. I prefer armor Regen and have a slight armor favoritism. Orek Vuul contains four Tiyanki Ox guards. New comments cannot be posted. Best. I was just playing the 2. 2 (I) , +1. Does Stellaris 3. Now, daily regen does not work the same in combat, according to what I found in another reddit post, daily combat regen is 20% of the listed 'daily. the crystal infused plating adds 5% to hull dmg per unit in slot A. Stellaris. 组件分类:通用组件. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. - Armor and Shield Hardeners have been reworked. The lessons learned from this research will have the potential to. “It’s the shitblizzard Randy. The big downside is that losing hull will lower combat performance and speed by half the percentage of the lost hull. R5: so I'm playing a game of Stellaris. Regenerative Hull kicks in after 10 days from last dmg taken if info i found is correct, so in some circumstances they can be beneficial to speed up. After entering combat and after retreating, the ships had normal repair values (5. 再生舰体组织. But a lot of Stellaris is about maximizing efficiency, so taking an extra year to kill a. Reply. Taking any damage at all will reset this timer. 4% Nanite Repair System: Now provides: – Hull Daily Regen +0. Enclaves. 05% hull regen per Regenerative Hull Tissue component I usually do Auxiliary Fire-Control unless I'm running something that already has max accuracy (in which case I'll do Regenerative Hull Tissue). 6, the Regenerative Hull Tissue auxiliary-slot item, gives +10% daily regen for Armor. - A cheap and early alternative to regenerative-tissue - Repairs ship hull and armor Escape Pod Hunters - A "Morale Weapon" per-say - Creates an Aura that slightly reduces the performance of enemy ships Long-Range Scanner - Gives ships a major sensor range boost Missile Jamming Field - An extremely expensive and high ship-power component Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. SirBlackAxe. Destroyers have Artillery section which allows you to slap one L-sized weapon on your destroyer. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Star Eater can use up to 4 of them. 2 (I) , +1. Any hull repair is worth it because it allows an offensive to keep rolling forwards without running to starbases to repair, or gradually getting chipped away by hull damage across multiple engagements. I was just playing the 2. 25% daily hull regen and +0. 6(II) , +2. 5% for armor) in the display, but they were actually regenerating at combat rates (1/10 of those values, or less). SirBlackAxe. Starbases will auto-equip a couple modules of it, and it's a huge game-changer. All codes for the game: The main list. Plasma - Low damage, melts armor like butter. A large percentage of your ships won't survive long enough to get much use out of regenerative hull tissue, unless it's stacked with hull regen resources and a. And yes its OP as fuck. For defensive components, hull is the way to go. 5% from the hull tissue when looking at destroyers and above(1000HP destroyer --> 5HP/day). +7 tech for Ancient Dreadnought. It would be even more extreme with the regeneration aura stacked with 2 regenerating tissues and the regeneration admiral, it would be like 5% per second with no delay which is insane. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Having your ships selfheal is a great. I was just playing the 2. From the incoming 3. 2 beta game play that has left me scratching my head. - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling - Armor and Shield Hardeners have been reworked - Regenerative Hull Tissue values have been rebalanced - Vanilla component "Nanite repair systems" has been rebalanced - Enigmatic Encoder now gives Disengagement Opportunities just like in vanilla628 votes, 34 comments. That is also true for a better version of it - the Nanite Repair System aux that you can get from the scavenger bot. Comet Sighted. research_technology tech_regenerative_hull_tissue Refit Standards. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. It gave me far less than 1 months worth of research. Then I’ll also attempt for regenerative hull tissue, and I’ll put that on every design I use the whole game in the a slot. 每日装甲再生: +1. Shield Capacitors +10% Shields is good for increasing shields if your ships have a lot of shields or need that slight boost. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). 2 beta game play that has left me scratching my head. Early-game, Regenerative Hull Tissue is well worth its weight in gold. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. A helpful workaround is to research and equip your fleets with Regenerative Hull Tissue technology, which will gradually repair your hull and armor. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. Battleships still outclass Cruisers for Strike Craft roles, since a Carrier Battleship can equip a Spinal Mount bow. 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. Reply reply [deleted] • [removed]. Ether Drake's fleshlight. 5000. In addition, some technologies in Stellaris cannot at all be researched by normal means, but must rather be discovered in other ways. 2. 再生舰体组织 (Regenerative Hull Tissue) 解锁:在鼠标浮层中查看. " Stellaris Mods Used: Extra Ship Components 3. With crystal forged plates i. #14. Mobility shapes conflict. Crystalinfused plating uses the shield/armor slot Regenerative hull tissue uses the attachment slot. That was already the case in 3. Allows players to change their starbase loadout. So why doesn't Stellaris use this mechanic? Something like 2-5% attrition per jump. Obviously, using destroyers like this isn't a good idea because you'll end up with fragile and relatively expensive ship (well, compared to a Corvette). 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Small, Medium, and large utility components increase the durability of a ship by providing extra hit points. 5. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. 3, I made some test for new Regenerative Hull Tissue, and find out that. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Regenerative Hull Tissue works in combat. 2. We now have Mover technology. permeakra Major. Crystal Hull is effective, with hit and run doctrine and a skilled Trickster Admiral. In 3. Original creator of the mod: Sam_. First of all, shields daily hull regen is +1. Contents. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. 2. Go to Stellaris r/Stellaris. 5 regen a month? On 1600 hull, the 2% from regenerative hull tissue is 32 a month. 2 (I) , +1. A BS has 4600 Hull and with 3 Armor 2610. It also helps from a roleplay standpoint. With ship tech unlocked so haphazardly, auto-design'll have you putting out completely sub-optimal fleets for a solid chunk of the game. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. . Out of combat, hull and armor regen is multiplied by 5, just like shield regen. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. 0 unless otherwise noted. they are equipped with regenerative hull tissue modules (Ether Drake has 2 according to the wiki) 2 of those modules combined with the 100,000 armor points of the Ether Drake results in an armor regeneration of 2000 points per day. Posted by 6 minutes ago. 2x Regenerative Hull Tissue; 20x Hyper Shields; 2x Shield Capacitors; Jump Drive; Impulse Thrusters; Tachyon Sensors; Sapient Combat Computer (Line)Stephanie’s lab uses stem cell-based bioengineering to address significant biological problems in tissue engineering and regenerative medicine. ”. A counter would be if for example Disruptors would stop the regeneration. This is from the Wiki: Devouring Swarms have inherent hull and armor regeneration. Regenerative Hull Tissue: 20: 10 +5% Daily Hull Regen +10% Daily Armor Regen: These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised. First level crystal plating is okay. I've reached an unusual spot in my 2. As was said in patch notes - ibattle regen is 5 times lower. Regenerative Hull Tissue: tech_regenerative_hull_tissue: Resource Processing Algorithms: tech_resource_processing_algorithms: Ripper Cannons: tech_autocannons_2: Robotic. I'm a devouring swarm, it'll stack with my natural bonus+I have regenerative hull tissue, so later on with battleships those three will make a significant difference. Though I found that you can get a bit of this flavor by using picket corvettes with one laser and one autocannon plus regenerative hull tissue. This is a writeup on the best ship designs in Stellaris v 3. 3 to be a percentage. I've reached an unusual spot in my 2. 0. So a faster fleet with short range weapons might force a. 365 days just comes to a meager 365 hull and 730 armor. You get regenative hulls from amobea study or killing them for debris. Afterburners are your utility component of choice for the excellent sublight speed bonus they give. But by and large, the only reason to kill them is out of malice. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. (Not. In the Edicts UI tab, several Strategic Resource Edicts can offer your ships a useful edge in combat, such as Exotic Gases for Shield Boost, which can increase the Shield Strength of all your ships. arcehotec seems about early rushes for me, the weapons, aside from some niche uses fall behind t5 some even t3 or t2 components really hard, it lets you bypass an huge portion of the tectree though, and you can skip past most other weapons towards ascentions or megaenginering , with the downside that you have to redoo all of that to get intoo the. You will unlock the Regenerative Hull Tissue tech, which can be used in ship armor design, and if for some reason it’s already unlocked, you will get a 50% research boost to it. The others are more situational. All aux slots can stack. First of all, shields daily hull regen is +1. Only Enigmatic Decoder and Encoder can get close. EDIT: It's been brought to my attention that this math is incorrect, as the Tooltip for Regenerative Hull Tissue is not accurate. 18 Badges. Targeted Gene. oh boy. 6(II) , +2. Mass Extinction Through the Ages. I was just playing the 2. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. Stellaris All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Stellaris > General Discussions > Topic Details ImperialForce9. I've reached an unusual spot in my 2. hide. About Stellaris Wiki. It is nice because it scales well and is easy for user to understand what really happens. tech_regenerative_hull_tissue: Regenerative Hull Tissue: tech_vitality_boosters: Vitality Boosters: tech_doctrine_fleet_size_1: Doctrine: Space Combat: tech_doctrine_fleet_size_2:I was just playing the 2. 2. Stellaris. Bad spawn can sometimes translate into glory. After destroying these entities. Removing this feature is bad. The effective health pool of armor is just quite massive against those go to weapons. 0. Now if you give them regenerative hull tissue they'll be regenerating 1% of their armor daily, which – with double the armor components – will be twice as much as normal defense platforms. Afterburners are your utility component of choice for the excellent sublight speed bonus they give. This is both due to the prevalence of shield piercing or shield damage bonus weapons (both in the meta and by the AI) and due to how armor Regen is tied to hull Regen. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. The probability depends on the accuracy of the weaponry and the condition of the hull, the more damaged it is, the greater the risk. Strike Craft may be nerfed, but they're still a very strong weapon type and well worth having in your fleet. Posted by 4 days ago. I can bet its more like 0. 2 beta game play that has left me scratching my head. Its space ameobas that give you the hull regen tech and they are always hostile. View community ranking In the Top 1% of largest communities on Reddit. Random Dec 22, 2018 @ 1:25am. The Menacing Destroyer and Cruiser do get a little extra hull (but not much) and do have the advantage of only costing Minerals, but they have the downside of having bad weapon loadouts. ago. So the most shield regen I've been able to stick onto a cruiser is ~35 with shields up to Hyper and zeropoint power. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. 2 = static regeneration (2ARM/1HUL) + hit halts regen The space whales are largely irrelevant. • Sentient metal regen adjusted to match Regenerative Hull Tissue Supertensiles Changes: • Now that speed scaling is in a better place, empire size penalties were proving too punishing for large empires. I'm facing AI enemies that primarily use a combination of weapons. yeah this. I was just playing the 2. So definitely choose that option. Spam PD. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Gave immediately the "Amoeba Breeding Program" which gives you the Amoebas as fighters. 2% for hull, 5. 1 Libra 4. - Regenerative Hull Tissue values have been rebalanced. Laser - Medium damage, great against armor, poor against shields. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. 3. There are two types of crises: those caused by outside entities that make an appearance after the end-game start year, and those caused by player and AI empires (except Fallen Empires ). You will unlock the Regenerative Hull Tissue tech, which can be used in ship armor design, and if for some reason it’s already unlocked, you will get a 50% research boost to it. 5HP per day, which is pretty low compared to the 0. TheAddiction2 Autocrat • 7 yr. If you have a Titan designed to include the Nanobot Cloud aura then all the. A place to share content, ask questions and/or talk about the 4X grand strategy…I was just playing the 2. Regenerative Hull Tissue Sensor T2 4 Missile T3 3 Plasma Cannon T2 3 Artillery T1 3 Kinetic T3 3 Plasma Cannon T2 6 Autocannon T2 4 Flak T1 4 Shield T3 6 Armor T3; Regenerative Hull Tissue Sensor T2; 防守策略. Experienced a 3+ year fight between a starbase (with regenerative hull plating) and the shard where neither side was able to kill the other. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. It seemed to me I was better off choosing aux equipment and auras that improved performance in some other way to. Of course, this again takes up a very valuable slot that could have been used for something else. Events. 5% hull/armour regen per day they have. Tall empires, especially Inward Perfection empires with the purity tree to boost fortress health further, can have extremely tanky fortresses. Its space ameobas that give you the hull regen tech and they are always hostile. The tradition costs penalty being multiplicative, the AI not getting pirates, the endless colossus CB spam, the enigmatic fortress, the original/2. Report. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. And like before, if you already researched it, you will get 90-10000 Society Research depending on game time. gui) I do agree that there really ought to be a keybindings menu. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. I can bet its more like 0. In that time you might as well go back to a Starbase. Looking beyond scientific and “professional” roles. 2; Reactions: Reply. It's a genetic problem, not a structural problem. On the other, hand, with regenerative hull tissue my fairly puny starbases can regenerate fast enough they can basically indefinitely delay and sometimes even slowly beat pirate and marauder fleets. I thought replacing the red lasers with blue lasers would increase the fleet's power, but instead it dropped. War. This mod adds two new policy trees called "Taxation of Subjects" and "Subsidization of Subjects", that gives you the possibility to tax or subside your Vassals or Protectorates (or both). A battleship out of combat with 4180 max hull and two Regenerative Hull Tissue components regenerated exactly 209 hull points over 10 days, which precisely matches the behavior I described. And like before, if you already researched it, you will get 90-10000 Society Research depending on game. Bull and Cow Calf and Hatchling. HP in a prolongued fight because of the shield regeneration per day (if you don't use regenerative hull tissue). But again, less important and it's a permanent option. Spaceborne aliens. . Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). 2. New comments cannot be posted and votes cannot be cast. 2 beta game play that has left me scratching my head.