Ship Loadout Question

Ship Loadout Question

Postby Nickleby_Wynn » Sat Mar 31, 2012 8:10 am

So... is there a reason to select the same weapon more than once in your loadout? What would be the advantage to selecting multiple instances of the same weapon versus diversification?

Hopefully someone will come along and build a nice ship building tutorial. These answers are sorely lacking in the game's tutorial and help sections.

Thanks :)
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Re: Ship Loadout Question

Postby Zhao » Sat Mar 31, 2012 6:31 pm

Human (blue icon in the galaxy, main planet is like earth) > missile
Alcon(brown icon, green planet) > laser
Mu (grey icon, bunny) > carrot
Veeren (green icon, red planet) > biochem

This is not a "must", but only your racial weapon can be upgraded more than lv 25,
so until lv 25 you can freely to choosing any weapon to use :)


The slots tells you how many that ship attacks in the battle, for example fighter attacking 2 times (2 rounds) and Mother Ship attacking 4 times.
If you planning to put different weapon for each slots, be sure they re on your max tech level (you upgrading all weapons), this is the disadvantage of it,
but single weapon is countered easily (ex : with specific defense).

This is an admin post about weapon :
You can't directly compare the stat difference amounts as the math is not that simple. The attack bonus difference looks big compare to accuracy, but since attack potential is actually (100 + attack bonus) * accuracy, biochem weapons actually has the lowest attack potential, though it has higher lethality to compensate for it.

For example, let's look at level 25 comparisons.
Missile at level 25: 195% attack bonus, 95% accuracy
Biochem at level 25: 225% attack bonus, 80% accuracy.
While it looks like 30% extra attack bonus is bigger than 15% accuracy bonus, it's not true. Let's take simple average of 100 hits.
Missile = (1 + 1.95) * 95 = 280.25
Biochem = (1 + 2.25) * 80 = 260
This is because the final attack power of biochem is not really 30% stronger the missile, it's only about 15% stronger (2.25 vs 1.95), and missile actually hits 19% more often than biochem (95 vs 80).


Warning : This post may contain an error
Code: Select all
a. with Maxwell (+10% hit)
Biochem = (1+2.25)*90 = 292.5
Missile = (1+1.95)*100 = 295
Laser = (1+2.15)*95 = 299.25
Carrot = (1+2.05)*100 = 305

b. with Rex (+10% damage)
Biochem = (1+2.25)*80*1.1 = 286
Missile = (1+1.95)*95*1.1 = 308
Laser = (1+2.15)*85*1.1 = 294.5
Carrot = (1+2.05)*90*1.1 = 301.95
With bigger damage, you reducing your enemy's power faster.

Tips : hit is a chance, so Bio and Laser sometimes can do better than missile and carrot.
With low power, missile reducing less ships in each round,
more chance for getting destroyed in the next round,
so it doesnt strongest weapon.
Seems like all weapon are balanced in complicated way.


Code: Select all
Fighters
has 100 base attack, Mothership has 32k base attack.
with 200 command :
20k fighters (2 Mil damage) attack 2 times = 4 Mil damage (attack first)
25 MS (800 k damage) attack 4 times = 3.2 Mil damage

Tips : Fighters is the fastest ships that got destroyed, this mean reduction of damage in the next round is greater (you re attacking first, so probably your enemy already getting some damage).
Use fighters if you confident that you can beat your enemy in one round
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Re: Ship Loadout Question

Postby Nickleby_Wynn » Sun Apr 01, 2012 3:45 pm

Thanks for the info!
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