ENDLESS™ Space 2

ENDLESS™ Space 2

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Cruiser Oct 24, 2016 @ 9:13am
Special support modules stacking?
Hello there!


I've got a stupid question but i can't find definitive answer for it anywhere.


First off: does the hyperium Flotilla damage modue stack? It gives "Flotilla damage +12%". Does it stack (let's say if i have 4 ships with that module would it stack?). If it does does it stack additevly or multiplicatively (12%x + 12%x + 12%x or x * 12% * 12% * 12%)?


Also Titanium module that gives "Flotilla shield +50" gives 50 shields to EVERY ship on flotilla? How does the shield actually work? Is it virtually hp or just additional hp against energy weapons only?


Thanks in advance for the answers!
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Showing 1-7 of 7 comments
Cruiser Oct 26, 2016 @ 4:26am 
Bump
ElPrezCBF Oct 26, 2016 @ 4:37am 
Movement bonus modules stack, so the same should also apply to weapons/defense modules etc. From my understanding, shields defend against beam weapons and projectile defense modules against slugs and such. Though I don't know what defends against missile attacks as my ships always seem to take heavy damage from them.
Cruiser Oct 26, 2016 @ 4:54am 
I think missiles are somewhat negated by the armor but slugs also apply into anti-missle deffence (they can shoot them down)
ElPrezCBF Oct 26, 2016 @ 5:02am 
Maybe though I think more defense module options should be available against missiles. It seems that they cause such high damage per hit that all it takes are a few hits to destroy your ships.
Cruiser Oct 26, 2016 @ 5:17am 
Thats exacly why you have your defence ships hulls with tons of hp and kinetic weapons for :)
=PB= Oct 26, 2016 @ 10:13am 
Well, seeing as you can't even use missiles on normal ships I suspect that they aren't properly finished and balanced for.
As for kinetic vs energy, it appears that health doesn't matter nearly as much as those defense values. As all enemy ships currently use kinetic, there's no reason at all to use shields. I have no idea what convoluted math they are using to calculate the damage, but it seems that shields add more hp and add defense against the weaker damage type (although energy is very stronk because enemies only have armour, not shields currently), as slugs are much, much more useful than the short range energy weapon. To balance this out, they give a large hp boost.

By throwing an attack ship with all armour and an attack ship with all shields into a fleet of prowlers, i found that the one with armour took about 4 damage throughout the battle while the one with shields died within about 10 seconds. Defense seems to be very, very, very overpowered right now, to the point where health doesn't actually matter much. That damage boost module is good; a fleet with 3 small attack ships and one support ship with all damage boosters can easily crush literally anything in the game at the moment without even taking damage. I get the feeling these stack additively, as otherwise a support ship with, for example, 4 of them would get 1.12^4=57.35% damage increase, while 1.12*4 = 48% damage increase. However, that 57% would get fairly ridiculous fast; at 5 you would get a 76% increase or 19% higher. With the bigger ships, this would get even more crazy when you have 6 support slots with some larger sizes and more powerful modules in there, allowing for thousands of percentage increases. I highly doubt the devs would not see that coming and make it multiplicative.
Last edited by =PB=; Oct 26, 2016 @ 10:17am
dizzy Sep 5, 2017 @ 9:07pm 
So how do the modules stack, or not? Do the Devs answer questions on this forum?
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Date Posted: Oct 24, 2016 @ 9:13am
Posts: 7