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I'm not theory crafting at all... I have tried pretty much all weapons and they have their strength and weaknesses. Missile ships don't need as much defences as blaster ships either. There are many ways to fit your fleets and strategies. It also work better with some races than others.
Low range of weapons means it is harder to focus fire... you often want to increase the focus fire with long range missiles and reduce it with low range high damage weapons.
I do agree that fighter and missile strategies don't work well with boarding strategies, nor should it need to. It is different strategies.
I'm currently playing with a Zenox game using Beams and Torpedoes for example. Being able to fight really well at medium distance have proven really powerful for this race, especially with their excellent shields.
Their ship layout really plays well into this strategy. I even managed to beat a numerically larger enemy using blasters by effectively stay at range and attacking his fleet from multiple directions. My escort patrol ships played a very big role as I managed to swarm their two fleets. The strong shields and ability to stay at distance, able to escape and regenerate shields and come back in was that won me that fight. Not raw damage, if that had been the case the enemy fleet should have won.
Baster armed ships and fleets will have to rely on keeping their fleets relatively tight, or at least in groups and quickly overwhelm anyone that gets close. You also might need a good advantage in speed, but that still make little difference to someone that does not stay in tight formation and fight you head on.
I have at least modified the AI behaviour in my game so it does not always do this to me, it certainly no longer stay until killed anymore but try to escape their ships much earlier, this has made it more challenging to engage them in decisive battles on my terms.
In the fight against the Boskaran I mentioned above very few ships was actually destroyed, but I managed to fight off their fleet and damage it severely before they offered me peace and I accepted, I would never have been able to attack them.
Keep in mind that even inefficient loadouts work, considering what we're up against. For example, blasters perform comparatively poorly at large scale, but that's not to say they'll lose. When the enemy mounts bombardment weapons in space superiority ships... you have to make bigger mistakes. Relying on a single weapon is, by far, not a bigger mistake.
Actually played with lots of different combinations myself also. It was because of trying out different weapons that I saw the results mentioned. In theorycrafting, I actually underestimated missiles largely due to looking at the YouTube videos. I can confirm that fighters with missile support is solid- fighters are quite strong and missiles are a good weapon choice for carrier fleets (highly recommended for Teekan and Ackdarian) for even more reasons than jorgen mentioned.
Again regarding missile focused fleets, where they excel in large fleets in large engagements. Large battles can span multiple systems. They typically happen at the onset of a war between two large powers, where the militarily larger side will often beeline for the other's capital with a lot of force. They usually won't make a single jump to do it, often because of nebula. As result, along the way, some of the attackers will get caught up in engagements at waypoints and pursue secondary objectives.
(image links) The larger individual engagements[cdn.discordapp.com] during these battles have often stretched beyond the breadth of a planet's sphere of influence[cdn.discordapp.com] in my experience. Fleets almost always split up to engage multiple targets, and in engagements as large as that, ships become scattered into small groups. This is where missiles are an S tier weapon. In large engagements, range is king, not potential DPS. These initial engagements will often be the deciding battle of the war- and since this is where missiles win, missiles are very good weapons. They just have to be employed properly, unlike torpedoes and blasters where one can Ryu-Hadoken spam them blindly, relying on the fact that AI generally have weak ships.
"But torpedoes have long ra..." Let me cut that off. Torpedoes have deceptive range. They suffer from a lot of damage falloff. They're also the most susceptible to PD. Combine those two with the massive shield penalty, and some torpedo volleys are doing almost no damage at long range. While they do very good at close range, and a lot of torpedoes can focus a target at long range like missiles, they're quite inferior to missiles at long range. Missile fleets can focus multiple targets to death at long range. Torpedo fleets struggle at that and perform similarly to blaster fleets in large engagements in the big picture.
I'd like to note that Star Beams exceeded my expectations more than any other weapon. I even made a thread about it, and would argue that they are, overall, the best weapon in the game.
The missiles will only do more damage than the torpedoes when the torpedoes is at around max range or close to. And the missile range ain´t that much bigger.
So no missiles ain´t better than torpedoes. And here you have to take in the fact that if you do get into to close range, The torpedo damage is more than twice as high.
Put it all in my weapon damage calculatpr. See link https://docs.google.com/spreadsheets/d/10OgZy2tUpe1Ttv-_al0n2Lk1d6vvgd5Q4TYat6knMfA/edit#gid=1691211062
Look at the graf on the top right for Avg Damage to shields per. second. When the shields fails. The dps for torpedoes will surpase the missiles by alot.
The only place i use missiles is usualy when i do make armed spaceports and forts. Then i wanna max the range as much as possible to protect the planet, but first after i have filed the stations with fighters.
"In theorycrafting, I actually underestimated missiles..."
**(following is invalid, disregard, was looking at old copy of chart) I again looked more closely at the calculations and it appears that torpedoes on the chart are still doing more damage than they should. At 2k range, a T4 Epsilon Torpedo V3 M should be doing 2.1 DPS to shields before accuracy is taken into account, and the infocard itself states it does 2.39 DPS at max range, which means 1.4 DPS to shields. Your chart is showing higher than that...
Take a T4 Concusion missile medium size. It does 16 damage per hit and has 8 voleys a total damage of 128 evry 32 seconds or 4 damage/sec
At each hit 12 goes to shields and 4 goes through the hull. The 4 that goes through the hull will hit a lets take a T3 Heavy armor with reactive rating of 4. resulting in 0 damage or a damage reduction of 25%, where you only focus on the torpedos -40% shield bypass. The missile does to little damage and theoretical have a -25% shield bypasse (Unless the shield should fail, but thats a longer discussion)
Sure the torpedos have a shield bypass of -40%, but a T4 Epsilon torpedo medium at max range (2500) stil does damage x ( 1- damage falloff x distant/1000) = 55x(1-0.25% x 2.5)=20.63 per hit and has 2 vollyes a total damage of 41.25 per 12 seconds or 3.44 dam/sec
You still have to subtract the shield resistance from this and if the target have a Quantum capacitor it starts to turn really bad for the missiles. As this shield resistance needs to be subtracted from each missile or torpedo. There against shields a base damage of 20.63 damage for a torpedo vs 12 (16x0.75 shield bypass =12) makes a huge difference.
Also note that the size difference on 2 medium missile weapons vs 2 medium torpedo weapons is 16. The same as a good PD weapon.
That said missiles are great for bases as they are stationary and you want a great range on them.
Evrywhere else i would prefere other weapons. Though it looks really cool when you send a huge volley of missiles towards a target.
What that basicly means is that 15% of the time a shield is hit the weapon will get +40% to it´s shield bypass. Meaning the torpedo will have a 0% shield bypass here.
Also at 2500 range it does 1.4-1.5 DPS not 2.39 DPS
But I might be wrong... but torpedoes seem to work like that too for armour penetration too. When you hit armour the armour is damaged by the torpedo full value, but sometimes the armour is penetrated and most of the damage goes to the hull.
Also, I know for certain that there is a shadow calculation for weapons penetrating armor. Any hit from any weapon against armor has a chance to damage hull. There is supposedly the same thing happening for shields that isn't Shield Penetration, and it supposedly occurs with greater frequency at short range.
Also, missiles get comparatively better at mid tiers and the disparity continues to grow. Even at tier 4 (or tier 3 if considering the first tier is "tier 0"), using the appropriate tactical settings, missiles will do what they're supposed to do.
Anyway, there are lots of additional, insignificant complications, like how PD can lose potential mitigation by overkilling a missile while delivering full mitigation against torpedoes, better Weapon Countermeasures, generally having higher speed, having superior anti-fighter capability, more consistent performance (meaning less susceptible to "the winds of war"). Large Concussion Missiles and Large Reinforcing Swarm Batteries are straight damage upgrades, whereas the large torpedo variants are essentially a range upgrade- one of those non-viable weapons (this is very good for Missile Escorts).
Something not mentioned is also that ordinary missile weapons have far better PD capabilities than most other weapons... can actually be important, especially against enemy fighters crafts.
Ah damn, you are right. They are still the best weapon in the game imo.
Pure DPS, sure, the Impact Assault Blasters and Rail Guns are far better choices. But Missiles more than make up for it by being more accurate, not losing damage due to range, and starting to fire twice as early as most other weapons. The firing rate being really crap is OK, because they make up for it with large volleys. 8 concussion missiles at 16 damage (12 with bypass and shield resistance) each every 20 seconds is not bad at all. That's equivalent to all other weapons. But with bigger range and no range dropoff.
Don't take my word for it, use the editor and experiment. Measure how long it takes to destroy a ship with the same ship carrying different weapons.
From my experiment: Impact Assault Blasters and Rail Guns are the quickest at bringing down a ship at close range. Concussion Missiles will take about the same time, but they start firing way earlier. By the time the other ship (without missiles) is in range, its shields are already close to dropping and it's taking armor/component damage.
Torpedoes are objectively worse than missiles by themselves. They have a significant armor damage penalty (-40% compared to -10% for missiles) and armor bypass (which missiles don't have). They take forever to kill ships. Torpedoes are best use as a combination with other weapons (which means more research paths required). Missiles are great at being used by themselves for all purposes, as long as you take a non-missile PD option alongside them for more reliable defense.
It's the weapon that benefits the most from greater numbers, and it's the best weapon for keeping your lonely escorts alive.
It's the best non-PD weapon against fighters.
It's the best cover for your fighters if you are using any, as they attract PD and enemy interceptors.
Don't get me wrong. My fleets will usually carry a variety of weapons spread across different designs. Weapons are well-balanced as long as you know how to use them. But my PD boats and my Carriers will always carry Missiles. And early game with fragile and slow ships? You bet it's missiles.
And funny story: I've had 8 lone automated kiting escorts with missiles holding back 2 whole invasion fleets for a game year before a fleet could arrive to help them out. I lost 3 ships 3 more disabled. The enemy's losses were (blown up and disabled) around 10 escorts + frigates, 2-3 destroyers and several troop transports. Their repeated invasions failed because my escorts would come in and force the transport fleet to break off, causing invasion troops to land in small groups and get wiped by the (relatively paltry) defence forces.
The goal of a ship is not always to destroy what it engages. If you can distract a battleship with an escort that is a win right there.
The longer the range of the weapon system the easier it also will be to focus fire on a specific enemy ship.
Defently not the best weapon in the game. I would still say torpedoes beat them, and beam weapons later on wins it all. But what beats any other early game weapon is the T2 Intimidator Surge Blast. A seeking area weapon that shots 2 volleys each for 64 damage. The T1 ain´t seeking and wont work. And the next tiers just adds even more damage and area to the weapon.
A area damage seeking weapon that can intercept. Means it´s the best PD weapon, it can take out a whole squadron of fighters in one shot, as they usualy fly close to each other and it surpasses all T2 weapons in damage by miles.
Only problem, look out for frindly fire.
You can fit 2 of these on a frigate. A coupel of these frigats can kill a destroyer in 1 volley. For a production cost at around 5.7K per frigate, they are spammable and you don´t care about the frindly fire.
Did i mention you do not have to bring any PD weapons as it´s also the best PD weapon in game !
I love Surge Blasts too, but the problem is for that tier, they take up so much space, you can barely equip anything else on the ship. They are certainly potent weapons, but at large group fights, they can be mitigated by the sheer amount of PD and interceptors.