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Weapon Range Question

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12 years ago
Jul 3, 2013, 4:43:01 AM
Can someone help make any sense with this combat system?







The way it looks to me is that Hard Kinetics does more damage at Medium range than Melee range. Maybe it's because I don't understand what 1 Round(s) Before Reach and 1 Round(s) to Reload mean? Or maybe because this was all changed after Disharmony? But from what I've read in the forum and some guides is that Kinetic is suppose to do more damage at close range.



(2 Damage Max) x (30 Projectiles) x (0.5 Accuracy) = 30



vs.



(14 Damage Max) x (15 Projectiles) x (0.3 Accuracy) = 63



If this isn't the case, then why are these stats so misleading to me? This whole combat system is more complicated then it needs to be. It's like you're trying to turn Rock, Paper and Scissors into a super computer. It doesn't need to be that complicated. If 1 Round(s) Before Reach and 1 Round(s) to Reload is suppose to represent the time it takes to reach a target, then this combat system needs tons of work. Why would try and include time and speed into 3 rounds of battle? You should just get 3 rounds to fire what ever the hell you have loaded on your ship. Who ever is left standing is the victor.



I just want to know how to maximize my attack potential. Why can't the developers just give me a total damage output per round or for each attack phase. That would be sooo much easier. I really don't care about learning all these numbers. I want total input, total output.
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12 years ago
Jul 3, 2013, 5:21:29 AM
This is what I think



Melee is kinetics default range, & it does (2 Damage Max) x (30 Projectiles) x (0.5 Accuracy) = 30 damage per round (In vanilla Kinetics had less accuracy/omph in Long & Medium, unsure about Disharmony)

Medium range does (14 Damage Max) x (15 Projectiles) x (0.3 Accuracy) = 63 at medium & only fires during medium



Doing 30 per round is good if the enemy has no/little kinetic defense, as it gives a total of 90 damage, But a enemy ship with 33 kinetic defense will receive no damage (Maybe a tiny bit?)

If you choose Medium Range, you do no damage at Long & Melee, But you do 63 damage during the medium phase, the ship with 33 kinetic defense would then take approx 30 damage





Keep in mind I could be totally wrong





Also this thread (specifically top of page 2) explains it a bit

/#/endless-space/forum/34-faq/thread/14807-disharmony-need-explanation-of-new-mechanics
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12 years ago
Jul 4, 2013, 3:20:27 AM
That's kind of goofy. I guess I understand. So is this why it's best to have 2 weapon types in your fleet then? Who comes up with this crazy stuff, lol.
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12 years ago
Jul 4, 2013, 3:57:47 AM
Personally, I don't need to know how many salvo's there are from a players point of view. Just give the total damage on Phase 2, 3, and 4. That's all we as players need to know. The rest of those stats are wasted fluff nobody can understand but the developers.
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12 years ago
Jul 4, 2013, 7:46:41 AM
Honestly, the new combat system is awful. The old one was much, much better.



All you need to know is put 2 defense mods of each type on your ship. (or 1 if you're building destroyers). Only use weapons using their original ranges. LR missiles MR beams M kinetics. Anything else isn't as effective.

Dreadnaughts you can fit 4 or 5 of each def mod.



Don't build fighters or bombers. The early tech ones just don't do enough damage and take a lot of tonnage.



That's it. All the other stuff doesn't make much difference.
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12 years ago
Jul 4, 2013, 9:13:28 AM
Melee weapons shoot 4 times(aka 4 salvos of 30 in this case) per phase, Mediumrange weapons shoot 2 times per phase, Longrange weapons shoot once.

before reach means that they don't hit in the first round.



Melee - Medium

shot+Hit Shot

shot+Hit Reload+hit

shot+Hit shot

shot+Hit Reload+hit



next phase...
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12 years ago
Jul 4, 2013, 3:04:48 PM
What I've been doing is a 2:1 weapon/defense ratio for each weapon type loaded which ever ship. Seems to be pretty devastating so far. If I mix both Long Range and Medium range of this mix in my fleet, the AI can't stop it.



The stuff about the bombers and fighters is new to me, so thanks for pointing that out.
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12 years ago
Jul 4, 2013, 8:06:39 PM
I usually go defence heavy. I like striding through nearly impervious while dishing out a little damage at the same time, even if it takes two battles to wipe a fleet out.



I am a little confused by this new weapon range thing though. We all know which weapon types are best at which ranges from the previous version of the game, so I'm assuming the only reason you'd go for a different ranged version would be 1) if you want the fight over sooner (due to weaker ships perhaps) or later (if your ships are tough and can stick with it for three phases) or 2) you just like the way it looks. I'm not entirely sure I quite understand the significance yet.
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12 years ago
Jul 7, 2013, 9:05:44 AM
Affinity wrote:
Honestly, the new combat system is awful. The old one was much, much better.



All you need to know is put 2 defense mods of each type on your ship. (or 1 if you're building destroyers). Only use weapons using their original ranges. LR missiles MR beams M kinetics. Anything else isn't as effective.

Dreadnaughts you can fit 4 or 5 of each def mod.



Don't build fighters or bombers. The early tech ones just don't do enough damage and take a lot of tonnage.



That's it. All the other stuff doesn't make much difference.


This is a really good advice which has worked Wonders for me when i engage in combat.
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