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Can someone please xplain how shields work?

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8 years ago
Dec 2, 2016, 7:33:55 PM

I honestly have no idea what they are doing besides giving laser defenses and some "shield value".

Do they just add more HP?

Is it %% based deflection?

Do they work against projectiles?

I feel like the ships with shields blow up just same as ships with pure armor.



Updated 8 years ago.
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8 years ago
Dec 3, 2016, 3:31:14 PM

It is explained in this thread by developers:
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21403-early-access-space-battle?page=5#thread

  • Currently there are 2 steps in the shields process:
    • A proportion of the salvo is absorbed based on the type of the weapon (currently 100% of the beam, 75% of the laser) => this amount is removed from the shield health (“the shield value”)
    • Then the remaining damage is apply to the ship with the formula: damage * (1 - energy defense / (energy defense + 100)) for the energy salvo
    • If the shield has no more health point, the first step is obviously ignored

Same with the hull plating and the projectile defense. We’re not totally happy with this system and we’re thinking about inversing the 2 steps (to create a clear distinction between the 2 module families) and changing the terms in the tooltip.

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8 years ago
Dec 3, 2016, 4:59:58 PM
samsonazs wrote:

It is explained in this thread by developers:
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21403-early-access-space-battle?page=5#thread

  • Currently there are 2 steps in the shields process:
    • A proportion of the salvo is absorbed based on the type of the weapon (currently 100% of the beam, 75% of the laser) => this amount is removed from the shield health (“the shield value”)
    • Then the remaining damage is apply to the ship with the formula: damage * (1 - energy defense / (energy defense + 100)) for the energy salvo
    • If the shield has no more health point, the first step is obviously ignored

Same with the hull plating and the projectile defense. We’re not totally happy with this system and we’re thinking about inversing the 2 steps (to create a clear distinction between the 2 module families) and changing the terms in the tooltip.


Thank you man.


So, the shields do nothing against projectiles (kinetics and torps, which are quite popular around the block)

They also don't provide as much HP as armor does.

I just see no reason not to stack up on armor, beef that up with heroes at a rate of up to 40-50% extra health, and... well

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8 years ago
Dec 3, 2016, 9:04:03 PM

It all depends.

If you stock up on armour then there is no damage reduction from laser weapons.
Even if you run out of shield health then you still have damage reduction in place.


If you have shield defence value of 20 and get hit by a laser for 100 damage (just examples for easy counting).

Then you receive from that 100 damage only 84 damage

100 * (1 - 20 / 120) = 100 * (1 - 0,16) = 100 * 0,84 = 84 damage


If you just stack on armour then you receive the full 100 damage.
Everything depends on what you are up against.

And we will see what new modules will get introduced in next updates.

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8 years ago
Dec 4, 2016, 1:35:39 AM
Asuzu wrote:
samsonazs wrote:

It is explained in this thread by developers:
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21403-early-access-space-battle?page=5#thread

  • Currently there are 2 steps in the shields process:
    • A proportion of the salvo is absorbed based on the type of the weapon (currently 100% of the beam, 75% of the laser) => this amount is removed from the shield health (“the shield value”)
    • Then the remaining damage is apply to the ship with the formula: damage * (1 - energy defense / (energy defense + 100)) for the energy salvo
    • If the shield has no more health point, the first step is obviously ignored

Same with the hull plating and the projectile defense. We’re not totally happy with this system and we’re thinking about inversing the 2 steps (to create a clear distinction between the 2 module families) and changing the terms in the tooltip.


Thank you man.


So, the shields do nothing against projectiles (kinetics and torps, which are quite popular around the block)

They also don't provide as much HP as armor does.

I just see no reason not to stack up on armor, beef that up with heroes at a rate of up to 40-50% extra health, and... well

They are mostly against Beam/Laser weapons and does nothing against missiles but i spotted this about kinetic weapons (so they do affect "a little" it seems)

  • Weapon: Kinetic (kinetic are high damage short-range weapons, able to fire at medium-range in a diminished fashion mostly unaffected by shields. This weapon can fire at incoming missiles as well)


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8 years ago
Dec 4, 2016, 3:02:42 PM
DARKKi wrote:
Asuzu wrote:
samsonazs wrote:

It is explained in this thread by developers:
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21403-early-access-space-battle?page=5#thread

  • Currently there are 2 steps in the shields process:
    • A proportion of the salvo is absorbed based on the type of the weapon (currently 100% of the beam, 75% of the laser) => this amount is removed from the shield health (“the shield value”)
    • Then the remaining damage is apply to the ship with the formula: damage * (1 - energy defense / (energy defense + 100)) for the energy salvo
    • If the shield has no more health point, the first step is obviously ignored

Same with the hull plating and the projectile defense. We’re not totally happy with this system and we’re thinking about inversing the 2 steps (to create a clear distinction between the 2 module families) and changing the terms in the tooltip.


Thank you man.


So, the shields do nothing against projectiles (kinetics and torps, which are quite popular around the block)

They also don't provide as much HP as armor does.

I just see no reason not to stack up on armor, beef that up with heroes at a rate of up to 40-50% extra health, and... well

They are mostly against Beam/Laser weapons and does nothing against missiles but i spotted this about kinetic weapons (so they do affect "a little" it seems)

  • Weapon: Kinetic (kinetic are high damage short-range weapons, able to fire at medium-range in a diminished fashion mostly unaffected by shields. This weapon can fire at incoming missiles as well)



Yes, exactly - so besides using armor and stack HP, your kinetics also serve as a point-defense (sort of, at least it's supposed to, right?)

I am just having ES1 deja vu all over again with LR kinetics, you see.

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8 years ago
Dec 5, 2016, 2:21:46 PM
Asuzu wrote:

I am just having ES1 deja vu all over again with LR kinetics, you see.

I'm having Stellaris deja vu all over again with LR kinetics, you see.


Seriously - exact same balancing state/situation in stellaris right now.  Autocannons are the kings.



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8 years ago
Dec 5, 2016, 7:15:33 PM
Asuzu wrote:

Yes, exactly - so besides using armor and stack HP, your kinetics also serve as a point-defense (sort of, at least it's supposed to, right?)

I am just having ES1 deja vu all over again with LR kinetics, you see.

Yeah, kinetics work as point-defense against missiles. 


I am interested though that when those slug weapons engage enemies in battles and there are missiles coming will they try to shoot the enemy or shoot down missiles or both. Just want to know how this works :]

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8 years ago
May 28, 2017, 3:00:05 AM
samsonazs wrote:

It is explained in this thread by developers:
https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21403-early-access-space-battle?page=5#thread

  • Currently there are 2 steps in the shields process:
    • A proportion of the salvo is absorbed based on the type of the weapon (currently 100% of the beam, 75% of the laser) => this amount is removed from the shield health (“the shield value”)
    • Then the remaining damage is apply to the ship with the formula: damage * (1 - energy defense / (energy defense + 100)) for the energy salvo
    • If the shield has no more health point, the first step is obviously ignored

Same with the hull plating and the projectile defense. We’re not totally happy with this system and we’re thinking about inversing the 2 steps (to create a clear distinction between the 2 module families) and changing the terms in the tooltip.

"Then the remaining damage is apply to the ship with the formula: damage *  (1 - energy defense / (energy defense + 100)) for the energy salvo"


So, did they get rid of this? I vastly preferred having the energy defense still work after the shield HP was depleted.


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