ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I did some tests using two factions, both United Empire, under my controll with A.I disabled. Used one carrier for each side, both equiped only with plate defences, and only fighters or bombers for dps. No flaks involved.
1. I noticed that after the battle the numbers of the fighters wich survived or not, was not congruent with the actual battle.
For instance: equiped my carrier with 6 bomber module, and the other side with 6 fighter module, which translate in 12 bomber and 24 fighters. Lost all the bombers, and all the fighters survived during battle, but at the result somehow the other side lost 20 fighters. Did this the other way around, the result was the same.
The tactic used was "Take Trophies" for close range battle. This does not really matter because the number of fighters/bombers are restored after each battle.
2. One side with 6 fighter modules and "Fleet Escort" tactic (all fighters escort ships), the other side with 3 bomber and 3 fighter modules and "Strifing Run" tactic (all fighters escort bombers). The result was that the 3 squadrons of fighters escorted one squadron of bombers and the other two were left alone. Once all the bombers were destroyed the escorting squadrons of fighters RUN OFF the battle.
The result again was that, the side with only fighters, in battle were left 3 squadrons, but at the result all were marked destroyed.
3. "Squadron Shifter" module (+100 health and +10% dodge probability to squadrons) does not apply on fleet or flotilla, so equiping you small protector ships with this module wont get you any effect.
I will update this thread with more fleet/module test in the future, or you could add.
1-2 - I guess it actually measures bombers' damage to opposing carrier. As squadron health is dependent on health of its carrier, it just totals health lost, intead of tracking actual unit lost.
3 - that sucks. Isn't it better to equip another squadron, instead of a module? Unless it's a 1 squadron plus 4-5 shifter modules on one carrier.
The damage boost modules related to weapon types have a math interraction with fritters/bombers that i dont understand, but it's kinda easy ti use it, because you can check the damage of your little bombers manually.
You need to mix projectile type damage and fighters/bombers damage to get the most damage.
If you use only the dmg type boost, yout get a decent bonus damage, but the crit bonus dont apply to the fighter/bombers. If you useo nyl the fighter bombers damage upgrade, you get mediocres damage with a high crit chance.
If you mix modules, you get the highest possible dps, but also a decent crit chance if you use it like in first picture. It's clearly the most optimal way to use those modules.
It's already a very strong bonus. You can basicly multiply the dps of your fighter/bombers by 4, without counting the crits. Imagine now if you could even use the other ships of the fleet to increase those damage. You would be able to make a single bomber even more dangerous than an ship xD
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Marlo's post there is yet another case in point for why we need diminishing returns on the support modules. Stacking them should be a viable option, but it should by no means offer this level of exponential bonus.
side 1 with one carrier equiped with 6 bomber modules, 6 medium support ships equiped with 3 fighter modules and "Strifing Run" tactic.
side 2 with 3 carriers equiped with 6 fighter modules and "Fleet Escort" tactic.
Result in battle= bombers escorted by fighters aproach enemy ships (all in the same flotilla), fly by one carrier and run off the battle...no actual battle was trigered.
Result after battle= one carrier destroyed or damaged...
At this point i think the battle scenario is broke.
@Peshku : For this kind of thing, saves is a very usefull thing for devs, to witness and understand your point. I heavily suggest you to bring some here ! Some screenshot can also offer a lot of extra clarity.
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@Aitarus : Maybe. But when you look at the cost of all of this, it make this carrier very glass cannon. I dont know if it's so viable to go full damage like this. The carrier has only 3 defensive slot left with that.
In general, i noticed in strategy game i played that damage grow exponentially, but defense is ruled by diminishing returns or a logharythmic curve. It's probably because if not, the late game fights might end too often to draws, or make impossible to do some damage at certain timings. Seems the case too for ES2 if you stack defensive modules, it's hard/impossible to get more than 80% hull damage reduction, and 90% shield absorbition (but for this one the damage are fully done anyway, so not really the same subject).
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