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Power module and bombers?

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10 years ago
Nov 8, 2014, 6:11:11 PM
hi, I once asked a question about power modules here, after reading the thread again I still have a doubt whether power module "damage boost" bonus also applies to fighters and bombers?

ie PM tier 3 gives 45% damage boost, does bombers receive that bonus too or this applies ot weapon modules only?

can somebody confirm and probably give some resource about that? thank you!
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10 years ago
Nov 11, 2014, 4:32:26 PM
ok, this is probably silly to answer to my own question, but I made some tests...



I added a few weapon modules on an empty hull and watched at "accuracy score" of the ship in right top stats pane, then by adding a scout module the accuracy score increased by the amount provided by scout module.

the same does not apply when adding a bomber/fighter to an empty hull and scout module, thus by obvious logic scout module increases accuracy of weapons only as stated in tool tip.



so, since tool tip of the scout module says that it increases accuracy of weapons and so does power module tool tip say too for damage boost then by the same logic it's obvious that power module does not affect fighters and bombers since tool tip of scout/power module have the same description smiley: smile



BTW, I also noticed that upgrading a fleet where only 2 ships are obsolete, the 2 that have tier 4 PM and upgrading them to tier 5 PM gives and additional 10% boost to weapons in total MP of the fleet, which obviously means that PM fleet bonus boost stacks! although I can't say that with 100% confidence smiley: frown

please if you think I'm wrong with these correct me.
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10 years ago
Nov 13, 2014, 10:37:38 PM
codekiddy wrote:
BTW, I also noticed that upgrading a fleet where only 2 ships are obsolete, the 2 that have tier 4 PM and upgrading them to tier 5 PM gives and additional 10% boost to weapons in total MP of the fleet, which obviously means that PM fleet bonus boost stacks! although I can't say that with 100% confidence smiley: frown

please if you think I'm wrong with these correct me.




I think that is the principle of a "fleet" bonus versus a "ship" bonus. All bonus in the fleet stack up, hence can dramatically change the power of a maxed out fleet.
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10 years ago
Nov 15, 2014, 3:00:13 PM
Fighters and Bombers seem a bit poorly integrated into the combat mechanics in general. For example, they are pretty much useless in the Long-Range phase of a fight, needing all that time to reach the enemy ships (unless the enemy fleet has their own ones, I guess). They also generally don't seem to be affected by combat cards, and I'm not sure if Heroes have any effect on their combat performance. And since you are limited in how many modules you can have on your ship, there isn't much room to tweak them over time, only the higher tier types.
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10 years ago
Nov 21, 2014, 11:12:55 PM
So far in my last 3 games i have not used them, and i have not seen the AI use them either. Looks like they are quite useless, expensive, heavy packs of metal on our precious warships? Any perspective on how to use them, especially when we just get access to them (low tech ones)? Any reason to prioritize this reasearch? smiley: rollsmiley: ship
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10 years ago
Nov 22, 2014, 10:02:31 PM
I thought fighters and bombers are mostly used in invading systems, but you can specify if they are more for invasion, battle, or balance (btw sorry if I don't use correct words, it's been a while since I last played ES). The ones used In battle I thought auto attacked the enemies or enemy fighters and bombers if they had any. I like to watch the battles sometimes and I do see them attacking the enemy ships sometimes.



Overall I think what most people are saying is true, they're not very good to use. The invasion strength they add is not a significant amount to make very much difference and they don't seem to be a deciding factor in battle either. I'd personally rather use the few special module slots for troop invasion pods instead. Also in the higher tech they take up 2 of those special slots so then you can only put one fighter or one bomber module per ship except for the biggest ship (and if I remember correctly fighters come in groups of 3 while bombers come in groups of 1).
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10 years ago
Nov 25, 2014, 6:13:04 PM
fighter come in group of 5 and 3 for bomber... plsu they help invasion a lot... had 1 soldier and 11 plane(bomber and fighter mix) i coudl easily invade a system(100%) i wasnt able to take the previous turn with 11 soldiers(only 95% and failed)...
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10 years ago
Nov 26, 2014, 8:19:24 PM
Well, i don't know how he did it, but i just finished an amoeba game, and i can assure i capped in 1 turn with that (late game, you may get to a 100% earlier):



My invasion fleet consisted of 2 types of proteus (dreadnoughts).

-3 siege proteus: invasion bombers with anti bunker bombs (i guess a mix of the 2 types of bomb could help), siege weapons and power module (dunno if it helped)

-1 troop proteus: troops, repair module (think it replenishes the troops with time), siege weapons and and power module also



So... late game trick, but i think you can do the same earlier, specializing part of your invasion fleet on bombers, and having a troop "transport" in there.
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10 years ago
Nov 26, 2014, 11:42:55 PM
Ok i shall try in my next game, thanks. So far i have been playing a bit "pre-harmony style", with classic bombers. Accumulating them you can go up to 13% invasion max per turn, no better. But you get fully operational systems.

I guess you get an empty system with such a massive destruction power? So that's really for the endgame, when you don't foresee developping the systems and just going for the final kill, right? smiley: twisted
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10 years ago
Nov 27, 2014, 12:03:54 AM
I forgot to say i played with harmony, but you got it.



To answer your remark, since i only used anti-building bombs, the system was just removed of its upgrades when i got it. That means intact population and the basic industry the AI had set up on it.

It was a nice surprise for me because i was going for the diplomatic victory, so the few wars i got in had to be as fast as possible (also, i'm not really fond of all the upgrades the AI chooses, so...)



But yes, if you want all the upgrades, waiting x turns while "siegeing" is the way to go, i guess.
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