3/21/2023 0 Comments My ai fleets will not undock x4In addition, the lasers ignore 50% of armor. The opposite, since this would, again, result in overkill. This means that using a medium or large weapon instead of a small one wouldn't be any better against armor. Armor does NOT give a flat reduction to damage, but rather a percentage. Often the next one hits 1 or 2 ships as well, meaning the extra range doesn't matter, almost at all.īut what about armor, then? If control had armor, would it help? No, it wouldn't. A single corvette is a good exchange for that kind of firepower. They are, given that they use small weapons, also more accurate.īut what about that extra range, Fourleaf?! Doesn't matter. The small cuts made by the corvettes do just the right amount of damage, making sure no damage is wasted. This is made worse by the fact that when they DO hit, they make massive overkill damage, therefore wasting all their damage potential. The battle, of course, lasted a long, long time, since the corvettes don't do much damage, and the battleships can't hit the corvettes, missing almost all the time. After the 2 fleets clashed, the evasion fleet emerged victorious with 10k, 11k and 11k power again left after 3 tests to kill the other fleet. So, one would assume a corvette spam would be just silly, and totally wouldn't work, right? You'd be wrong. Likely not optimal, although how ridiculously OP doing this is, you won't need optimal. Fleet power comes up to 22956, about 23% less than control fleet.ĮDIT: This is the first ratio I went with, never looked for a better one. This brings the 2 fleets to almost the same cost (funds would have been enough for 143.7 corvettes, I rounded it down). 80 corvettes equipped with max evasion, 3 small point defence. I did my best to follow the builds listed in the guide, adding reactors and additional shields when possible (since those supposedly counter lasers). I built the control group fleet with all tech researched (apart from repeatable ones) and it came to 44 183 minerals used, fleet power of 29 802.2. Carriers are even worse, with their abysmal 8 range. Therefore, using anything else than small energy weapons in 1.0.* is suboptimal, to say the least. Larger one have bigger range, but less accuracy. A single medium mount does about the same damage as 2 small mounts. Missiles are not very useful, since point defence is cheap and plentiful in corvette form. Energy weapons, however, ignore 50% of armor, 100% with Lances. Ballistic weapons do NOT, unlike many would tell you, have any bonus against shields. ![]() Ballistic weapons and energy weapons have almost the same stats. This makes them way longer than they should against a combined fleet of small and big ships. Results would still be pretty much the same). Throw in a evasion commander, and that becomes 69% (This test, however, was made without commanders on either side. Why? Let's get the basics out of the way first, shall we?Ī corvette with an advanced defense computer and the best sublight engines has an evasion rate of 60%. My fleet? Only Corvettes, with maximum evasion stat. I made some tests, using aforementioned build as a control group, since it was pretty well balanced. The problem with that balanced build? Game is nowhere near balanced. I originally thought writing this as a response, but since this became rather lengthy on it's own, decided to post it like this instead. A few days ago /u/Sevsquad posted a well thought out, balanced build.
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