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Help regarding upgrading weapon and defense modules to new ones?

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11 years ago
Jan 2, 2014, 7:17:27 PM
Upgrading for example level 1 deflector to level 2 deflector..



Level 1 deflector has following statistics:

200 defense

5 kinetic projectiles deflected per round

5 MP



Level 2 deflector has following stats:

300 defense

12 kinetic projectiles deflected per round

10 MP



When I upgrade my ship which have 2 deflectors of level 1 to deflector of level 2 I have the option to stay with 2 level 1 deflectors or to upgrade to 1 level 2 deflector due to tonnage limit. (the same goes for other modules but for this thread I consider deflectors)



Can you please explain what to do in such cases and most important what to look at tooltip statistics?

What do you look for? defense stat or kinetic projectiles deflected per round?



I believe that MP is not a measure here to upgrade my modules, but, effective defense and projectiles per round? I that correct?



If we upgrade to one level 2 instead of leaving two level 1 deflector we get the following:



FROM: (two lvl. 1 deflectors)

400 defense

10 kinetic projectiles deflected per round

10 MP



TO: (one lvl. 2 deflector)

300 defense

12 kinetic projectiles deflected per round

10 MP



Thank you so much, I hope u understand my question smiley: biggrin
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11 years ago
Jan 2, 2014, 9:28:05 PM
Ok this is stupid to answer to own thread but I found interesting info on wikia which not only explains but also gives new questions:



In my case above two deflectors of level 1 are about 24 percent better then one level 2 deflector.

I read about hull weakness and that number is used in formula together with deflector defense factor which modifies a damage taken depending on damage given by the same weapon. the ship HP are then reduced from the net result smiley: biggrin



I'm fine with that but, according to wikia flak module not only protects it's own ship but all ships in a fleet (since disharmony)

Is that true??

You know what that means, specialized ship in a fleet to counter missiles.
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11 years ago
Jan 2, 2014, 9:41:18 PM
Rank 1 Deflector grants 200 defense for 8 weight. 25 defense per 1 weight.

Rank 2 Deflector grants 300 defense for 10 weight. 30 defense per 1 weight.



The pattern continues for the rest of the modules. Higher ranks are more efficient and therefore better (for the most part).

The secondary effect of defense modules (block projectiles, absorb, interception) have very little impact (generally).

Flak modules secondary effects (missile interception) works on all missiles (regardless of which ship they target) in Disharmony. However, you shouldn't rely on it because the majority of the effect comes from the defense increase.

Defenses are weapon type specific, so defense from Deflectors ONLY reduces damage from kinetics. A ship that has 0 flakk modules does not reduce damage from missiles at all. That's a strategic choice. In general, allow at least 1 defense module of each type. Unless you want ships that will die very easily (which you may in certain circumstances).

In general, always use the higher level modules when available (unless you have a good reason to, e.g., you don't have the resource required to build the component).
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11 years ago
Jan 2, 2014, 10:12:14 PM
thuvian, You are suggesting to have defense module on every ship for every weapon (at least one DM) so that ship without DM does not receive full damage in case if flak fails?



I think I get it now smiley: biggrin



one more question...

since disharmony it looks that laser mechanics has changed, now laser fires 2 salvos per phase, each second round one salvo?

I'm I correct? I'm reading release notes on steam one by one but can't find information :/

Also can't find info about missiles, missile fires one salvo (projectile) each 3th round beginning from 1st round Is that correct?
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11 years ago
Jan 3, 2014, 1:10:03 AM




thuvian, You are suggesting to have defense module on every ship for every weapon (at least one DM) so that ship without DM does not receive full damage in case if flak fails?





Essentially, yes.





since disharmony it looks that laser mechanics has changed, now laser fires 2 salvos per phase, each second round one salvo?

I'm I correct? I'm reading release notes on steam one by one but can't find information :/

Also can't find info about missiles, missile fires one salvo (projectile) each 3th round beginning from 1st round Is that correct?





Kinetics fire 4 times per phase, 12 times total per combat.

Lasers fire 2 times per phase, 6 times total per combat.

Missiles fire 1time per phase, 3 times total per combat.



The wiki has the information you are looking for.
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11 years ago
Jan 3, 2014, 1:53:45 AM
That's good to know because I've read new harmony manual and there states that beam weapons fire 4 salvos per phase same as kinetic.

So I had to ask that, didn't know whom to believe smiley: smile



thank you for assistance!
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