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Weapon Module Questions

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12 years ago
Jul 4, 2013, 3:34:34 AM
I've been trying to watch some videos and read threads about what's a good setup. I noticed in the tech upgrades that some weapons, like the Beam Weapon Modules, are available in the early part of the game. What I would like to know, do some of the same module types stack? Or do you basically forfeit one for the other? If they don't stack, that's lame.



Was something changed that allowed you to use certain modules and now you can't because of an upgrade or something. Can someone explain that?
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12 years ago
Jul 4, 2013, 8:13:52 PM
Hey there,



It seems that weapon modules are replaced once you research a higher version. This will only appear in new variations of your ships though. Existing ships and existing designs will still use older weapons but you cannot choose weaker, more low tech weapons.



Weapon and defence modules also have little benefits like 1% additional accuracy per module etc. Also, if you choose long range beams or kinetics, for example, that's it for the whole ship. You can't have a set of short range beams and long range beams on the same ship.



I'm yet to figure out good enough reasons to take weapons with different ranges. Anyone?
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12 years ago
Jul 5, 2013, 3:51:09 AM
Also, what's the difference with the invasion modules? What I've figured out, I can get over 700 Siege Power using Siege Modules. I can't even get close using Drop Troops, Fighters or Bombers in any kind of combination. The Special Modules just take way too much tonnage to make it worth it am I right?



What are the advantages of using Siege Weapons vs. Drop Troops vs. Fighters vs. Bombers?
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12 years ago
Jul 5, 2013, 6:49:32 AM
Combat_Sheep888 wrote:


I'm yet to figure out good enough reasons to take weapons with different ranges. Anyone?




Nope.



I have used long range beams to counter a missile building player, but that was only because I didn't have easy access to titanium to build flak, which is a whole other issue altogether.



Bad213Boy wrote:
Also, what's the difference with the invasion modules? What I've figured out, I can get over 700 Siege Power using Siege Modules. I can't even get close using Drop Troops, Fighters or Bombers in any kind of combination. The Special Modules just take way too much tonnage to make it worth it am I right?



What are the advantages of using Siege Weapons vs. Drop Troops vs. Fighters vs. Bombers?




Siege weaponry and invasion bombers are meant to break bigger systems that have higher defenses, and are tougher to conquer. Note invasion bomber. Not a combat bomber. Different things.



Drop troops can let you take a system instantly. Pretty cool! They do require a pop from your planet to build, and you will fail to conquer if the system defenses are strong. (tho there are certain bugs or "work arounds" *wink wink* that let you make drop ships without using all your population)



In the current state of the game, sieges take a minimum of 10 turns on normal game speed. 10 is a really big number in reference to ES turns. It used to be only 4 in vanilla...

Point is, use drop ships if you can, they are really really really good. Sieging is more like a last resort, for well established, high pop, high defense systems.



Despite sieging being pretty bad, and dropships being very good, these mechanics could be made much better by tweaking the numbers. Maybe a mod.....
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12 years ago
Jul 5, 2013, 6:52:58 AM
Dropships are good at starting and ending wars, but seiges are the real thick of a total war.



Its more reliable to sit back and bombard for 10-20 turns then to go all out on a gamble. Save the troopers for mass invasions of high importance targets like home systems, and stack em up for the big drop!
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12 years ago
Jul 7, 2013, 5:22:40 PM
Combat_Sheep888 wrote:
Existing ships and existing designs will still use older weapons but you cannot choose weaker, more low tech weapons.





I found this "hilarious" when I researched beams that require anti-matter and there isn't any in the galaxy.
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12 years ago
Jul 11, 2013, 9:41:46 PM
DiamondTear wrote:
I found this "hilarious" when I researched beams that require anti-matter and there isn't any in the galaxy.
Yah the better way to do it would be to only offer modules on ships that you can build. That way you can't screw yourself making a ship upgrade (I did that earlier, found out there was no hexaferrum in my starting area a little too late).



Good idea to make researching new weapons one way. Bad idea to not have a way for your empire to build modules if the resource isn't available.
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12 years ago
Jul 13, 2013, 3:35:17 AM
Thx guys.



Now can someone help me understand the Power Module bonuses then? Do they stack? How do which upgrade you have, does the Power Module stats change when you researched a new upgrade?



I researched all these from top to the bottom of this list:



Technology Tree:





Hypermagnetics:

Research Cost - 3000





Evolved Construction:

Research Cost - 5625





Directed Plasma:

Research Cost - 5625





Stasis Fields:

Research Cost - 10500





Power Module:





I understand that some of the tech is for individual ships and the other is for fleets. Do they stack, and if not, does the Power Module stats update as well when new tech is researched?
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12 years ago
Jul 13, 2013, 5:05:21 PM
You can have one power module per ship. The module available in a design is the highest level research module you have available. On ship power modules are upgraded the same way as any othe rmodules, by retrofitting existing ships with an updated design.
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12 years ago
Jul 14, 2013, 11:28:32 PM
Okay so let me ask a question from playing I understand long range weapons attack all the time, same with all the others it's just their effectiveness in range right?



Missiles are still the best at range, Lasers at Medium and Kinetics at Short?



What advantage would I even get from using Missiles at short range?



I understand defenses block 100% of it all the time. So whats the advantage of having different range weapon types? I don't get it yet.
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12 years ago
Jul 15, 2013, 12:28:47 AM
You can set missiles to medium if you want them to be medium range. There are (occasional) reasons to have weapons at their non-optimal range.



Different weapon ranges aren't really advantageous (though it does let you change your battle card strategy). What is useful is having multiple types of weapon. Multiple weapon types mean the enemy needs defenses of more that one type. Plus it makes you more versatile as combat (because the smart user will have each weapon type configured for their optimal range).
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12 years ago
Jul 15, 2013, 12:37:40 AM
Autocthon wrote:
You can set missiles to medium if you want them to be medium range. There are (occasional) reasons to have weapons at their non-optimal range.



Different weapon ranges aren't really advantageous (though it does let you change your battle card strategy). What is useful is having multiple types of weapon. Multiple weapon types mean the enemy needs defenses of more that one type. Plus it makes you more versatile as combat (because the smart user will have each weapon type configured for their optimal range).




What are these reasons? I mean it's obviously a pretty big deal (for new players too) since on default you get all weapons on long range. I haven't played the expansion until today and I was so very confused.



I am right in the regard that all weapons fire at all stages right? I mean otherwise I would have lost all the battles since none of my ships had kinetics or weapons set to short and I often had won battles in the melee stage.
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12 years ago
Jul 15, 2013, 12:42:37 AM
They fire at all stages but at different accuracy depending on stage.



The ability to change the range bis to compensate for poor matchups. for instance if you only have kinetics tech and the enemy has long range missiles you'll take most of your damage before you close. If you've chosen to make glass cannon ships (why you would do so with kinetics is another topic entirely) you're probably loing most of your firepower in the long range phase where you do your least damage.



If you instead switch your kinetics to long range it will allow you to damage the enemy ships before you lose your own, increasing your effective damage at the cost of potential damage and tonnage.
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12 years ago
Jul 15, 2013, 1:07:46 AM
Wouldn't this system work a lot better if one could pick the ammunition type for each weapon system before the battle started? I mean with this you're committing your fleet to an eventual retrofit once you catch up in technology. I mean I get the point you have to spend dust and industry because you made the wrong decision of not countering and spying on your enemy to see their weapon/defense composition but somehow it all feels really awkward to me. It like a system thats there just for the sake of being new with little to no use just like the current power modules.
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12 years ago
Jul 15, 2013, 1:22:37 AM
Actually the current fleet power modules are almost brokenly good lategame. Hello +200% weapon damage.



Anyway. The point is it lets you react to an enemy that you don;t have the tech for. But doesn't give you too much flexibility. Because flexibility is power.
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