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Basically, I think AoE weapons are pretty overvalued anyway, because they can't really perform their core function against anything but fighters, and long range isn't as important against those (although I guess blasting the fighters before they get in range is nice, although I'm not exactly sure if AoEs work normally when specifically targeting fighters). If the enemy for some reason clumps up while trying to fire long-range weapons at your stations, a bastion holding some of these is going to be able to launch AoE attacks from 14,000 distance units away, which is quite something.
It has a role, it's the best long-range AoE weapon. (Even the repeatable tech nova pulse wave loses 25% damage per 1000 Distance Units, so at 4000 DU (max range, which means the AI will fire the weapon at this range), it does literally 0 damage.) It's just that I'm not sure it's a role worth filling with the way that the game as it exists, like bombardment weapons themselves. Comparing to regular missiles, it does less DPS than a hunter missile battery, but if you're up against significant reactive ratings, a hunter is losing about 1/4th its damage to being subtracted by armor, and the concentrated bulk of 70 or 100 alpha damage is less affected. Basically, it's not crazy to throw them on battleships or carriers if your own fighters will stay out of the blast radius.
(@Wraith: Riptides are Gravitic weapons! That means hull damage through defenses. 3 hits from v2 Riptides at that 3k range *can* make a Light Cruiser run away, or at least destroy several components.)
-note: torpedo fighters are more able to survive AoE against their target with longer ranged attacks, at least for a bit
A Hive on a Bastion has about 6600 range. That's really good range. A single Bastion using 368 space worth of Hive Missiles gets 70 DPS. A single Hive Bastion does more than double the damage output. Against equal tier defense (not counting PD or misses, like above with the Nova), the alpha of the one bastion is 3,192 against shields, or 2,234 against armor. That's enough to derb turn a Zenox Destroyer to debris with a bit of luck in one volley (tested), and its likely to focus fire with that volley.
Alternatively, at ~75% cost of 14 Novas alone, you could field a Hive Missile Light Cruiser with 80% of the missile firepower of the Hive Missile Bastion.
Hunter missiles are also useless in my efforts to use them. The M Hunter isn't competitive with Hive Missiles either. Its better shield penetration made me think it might have a place alongside Railguns, but it does too little damage to matter.
Though the Lance is shorter-ranged and has less DPS, its significantly smaller and cheaper and almost performs just as well as the Hunter. But even the Lance is almost useless.
In the end, I find that having just one included on large ships / stations is so weak, that if removed and not replaced with anything, the outcome of battles are the same.
Because of this, the AI suffers when using them or Hunters, just like when bringing Bombardment weapons.
Just had a thought... the only way to make this level of damage output useful is if the missile had Hyperjump capability: the ability to target (and hit) any hostile in the same system.
Thanks for all the info and the breakdown. I wonder about the effectiveness of the AOE attacks in this game, and the benefit of extreme ranges such as the 14,000 from the bastion. I guess if you have 10 bastions all covering each other then that's something, but maybe there's a better weapon in that instance?
Great analysis!
Talk about a cool idea - hyperjump missile!
Thanks for the extra info about the Hunter as well. I did refit my bastions from the blasters to Hive missiles since I researched them for my cruisers after reading your post on LR weapons (from the other forum), and I'm interested to see how they do.
Looks like the game throws in a few super long range missiles that don't contribute much to the battles other than being able to hit a ship from a long distance. My experience with the Hunter was also disappointing, watching the targeted ship simply regenerate its shields in time for the second volley while closing the distance.
I haven't had enough time to play with any of the new blaster or missile weapons at my current tier and I'm looking forward to some combat to help me understand their place.
Thanks for the analysis and additional thoughts. It's always good to learn more than less.
https://steamcommunity.com/sharedfiles/filedetails/?id=3230305998
It's not listed as actual cash, it's listed as material components. The hunter missile battery (L) there costs 56 steel, mebnar, kaasian crystals, and aculon. Each of those has a market price (which has a pseudo supply-and-demand-based value based upon resource availability in your empire), and that is added to the cost of the ship, and from there, to the maintenance costs. Steel, for example, is worth 1.5 credits each, mebnar 1.8 credits each, kaasian 5.4, and aculon 3.6. Totaled, that's 688.8 credits in my current game's prices for a hunter missile, but for whatever reason, you multiply the value of the components by 4 to get the actual build cost it adds (I guess the devs felt they needed to increase costs without increasing resources consumed? Probably affected by difficulty, too.), so that hunter missile would cost 2,755.4 credits each at my empire's current prices. (A nova is 2558.4 in my empire's prices - in spite of more component resources that cost more, the nova uses half normal quantities for its size and tier. (Tier 6, so base 14 materials, times four for large size, so 56 is "normal".) You can check it yourself in the materials menu, adding every component together then multiplying by four, or just add the weapon then take it off and see what it does to the build cost/maintenance of the ship on the top right.
I mean, yeah. I don't think AoE weapons are very good in general, and if you're comparing an AoE weapon hitting a single target against any non-AoE weapon hitting that same target, the single-target weapon is going to blow it out of the water, except maybe missiles. (I missed the gravity mine part on riptides, though.) The problem is that AoE is basically impossible to use on anything but fighters (and risks blowing up your own). Again, I think it's trying to fill a specific role, but like bombardment weapons, but it's not really a role worth filling (at least, without significantly inflating its impact in that role or trying to make that role more valuable). Maybe if, because it was really long-range, it had a much larger AoE (like 600 and 800 instead of 300 and 400), where ships in formation are actually in range, it could have some value?
The problem is it's a moving target because of that supply-and-demand function, although I think that most prices settle to a fixed minimum if you have sufficient supply (it's not "yellow frame" around the material, although stuff like steel and mebnar have ridiculously high quantities it takes to no longer be "yellow frame"), so I'm pretty confident some of those are fairly stable prices. I'm sure someone could put out a spreadsheet of prices presuming sufficient supply if they wanted to do so, however.
I just looked at the prices, and put them into my phone calculator for this one. Simply adding and removing repeatedly and comparing build cost is also what most people do to get the computer to tell them the price, I'm sure.
The important thing to remember is that it's based on material costs, and it scales based upon the first tier where that weapon appears and size. This is why (Ftr), (S), and (M) concussion missiles are dirt cheap, as they take just nekros and double steel x (Tier + 2) x (size modifier), or 3 as a base for (Ftr), 6 for (S), 12 for (M). When (L)-size concussion missiles are added, they're a tier 3 weapon, so they have more component resources (although not double steel anymore), are multiplied by 5 (tier 3 + 2), and are L size, so x8 size mod, resulting in 40 per component. (288 credits.) If (L) concussion missiles were available at tier 1, they would cost 24 steel and 12 nekros, instead. (54 credits.) The lightning missile (M) comes online at Tier 2, so it has the same components as the concussion (L), but is (tier 2 + 2) x 4 for (M) = 16. The components get replaced as you go higher tier, typically to more expensive ones. (Like 1.5 credit each steel being replaced with 4.5 credit each hexadrium.) The various "upgrade" techs don't actually increase the cost of a module, and are just auto-magically upgraded on the ship without need for a refit, so they're generally a great deal (although some of them will screw with you by having more power requirements). This is why things like advancing the fission reactors are a good idea - the fission reactors are dramatically cheaper than the fusion or quantum reactors, so they're good for ships where you want cost-effectiveness over raw power, like basically all non-combat ships to keep your maintenance costs low. (Remember - base maintenance is 5% of build cost.) Maintenance costs and what number of ships can pathfind before your CPU explodes are the only caps on your military, so the "naked corvette" strategy of deliberately using cheap crap weapons has merit. You can make a bastion that only has lances or concussion (M)s in the smaller slots and save a quarter to even half (versus the higher-tier weapons) of the price of the bastion (or more likely, smaller ships like frigates), which can go into just buying more of the cheaper ships. Unlike the real world, they put an extreme price premium on high tech that doesn't actually translate into incomparably better performance. High-tier armor eventually mitigates too much damage for low-tier weapons to really be effective, but like how ion rules until the enemy gets capacitors, if you have a tech advantage, just building cheap en masse is often more effective than high tech.
Yeah, I made a spreadsheet. Hey, I had fun... comparing prices and graphs!
The one thing that keeps coming up in the various Steam threads is the variety of playstyles this game supports, from an "every credit counts" type of desperate situation to "I just want to farm and have fun." Amazing that such a range is available in one title.
Thanks for the help!
Manually targeting fighters is very effective use of area weapons, but this does not help the AI in any way so I don't really consider this as a benefit for the weapons when comparing their use in the game.