Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My take from that would be that kinetic slug mass can be determined directly from the velocity and the energy released. KE formula is KE = 1/2 * m * v^2
Metric units of course, speed in m/s, mass in kg and KE in Joules.
It doesn't tell us anything about the damage type except the throwaway comment about Coilgun Mk 3 having 30% chipping damage.
as for armor damage reduction, damage reduction is based on armor thickness and chipping is based on armor material melting point.
there is nothing on special damamge reduction number base on armor special.
Human laser PD point defence turret has damage value of 2.5 regardless of range, particle PD sucks so let's forget about it. 2.5 damage will evaporate 25kg of projectile in one shot, presuming it's straight up applied with no shenanigans. The heaviest projectile in the game is the Mk3 Railgun Spinal mount at 105kg. So, this could absorb, on average, four shots of phaser PD before evaporating. What I'm not sure of if the projectile damage follows the remaining shot weight, which would be < 5% on average at this point.
It's the last 5 kg soaking up a fifth point defense shot so that the next slug in line doesn't have to.
and remember you can greatly increase human lazer, arch lazer, and phaser pd effect with lazer engine.
I edited CrimsonLionDCs ship module chart to match 0.3.35 with the missile salvo changes and fleshed out the weapons with DPS, DPS per slot and so forth.
https://docs.google.com/spreadsheets/d/1QGRlvKq4S-LfLJeqatQSQuk28mdWrHg5Miv3DUlifhA/edit?usp=sharing
where particle PD excels at this one point in the game where you are facing weaker weapons and pd is mostly for missile defense so you can have a very cost effective pd.
same with particle weapons in the early game it can do alot of damage and it can even shot down bigger alien ships such as assault carrier if you can get in range. but the moment you have coil or phaser it can't compete.
It kind of does matter if that last 5kg strikes with full damage, but according to the guy who made that armour guide, kinetic damage is calculated by slug mass on impact so you will get appropriate "dink" in this case.
I didn't have access to Xeno PD damage stats right away and ended up updating Crimson's spreadsheet with alien PD as well as flashing out the weapons specs. Turns out coilgun is just straight-up superior. Cannons put more shots down range in general and while batteries have slightly slower average fire rate, dps clearly favours coilguns. The difference in slug mass is rather small.
Alien weapon data is not there except for their PDs, some things are shrouded in mystery..
No changes to coilgun and railgun on checking the figures. Coilgun fire pattern is different, though, it fires this salvo with longer period in-between volleys, but the average time-per-shot is better (cannons) or worse (batteries) than railguns and there's not much of a difference in shot weight. DPS is right out in favour of coilguns.
Chipping does add another dimension on how things work but that would get into pointless Excel-fu in my opinion to analyze it too much except to be aware it's there and different weapons do it to different degree.