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You mean like one of these? Mmmm... all that trading and profitsss
This isn't counting the hull damage it does while the target still has shields, not that it matters.
So yes, even the Xenon I get's one shot from the main laser from up to 14 km away if you can hit it. Even if you miss, it will take the Xenon approximately 35 seconds to get in range to actually attack you (not counting the time it takes for it to change direction first). As you can see, the Asgard is unkillable in good hands.
I believe the highest hull station module only has something like 550,000 hull. Then however many shield generators are added to it. Nothing in the game survives the full 5 seconds to my knowledge.
Seriously, it is SO worth the wait. ive been going nuts trying to mod every peace of equipment.
If I fire at a planet will it "terraform" it to an asteroid field?
Its great going from a humble trading empire with 6 or 7 stations to the single strongest military in the known universe in 1 ship.
I got to build more of these babys, atleast 1 in every sector.
Strange, I've seen a raptor take the full 5 second blast and survive it. Granted only with 25% hull left. But it survived. And a raptor is MUCH weaker than an I is HP-wise. I may have to spawn some ships in and test this.
All I can say is that I'm glad the A.I. has absolutely no clue whatsoever on how to use the super weapon. It's basically a player-only weapon. (I've seen the AI shoot it before, but they usually miss, and almost never bother using it.)
Update: Yeah something is wrong here, your math adds up, but it is NOT doing the damage you AND the game claims it should be. Both a raptor and an I both survive the full attack, also the stats show the gun does less sustained damage than normal batteries would do. Which makes even less sense, as even with the full recharge time accounted for, it does MORE damage to a station than any many batteries in the game could ever hope to do.
Xenon I gets one shot, I can confirm.
But many xenon station modules can survive a blast easily. The defense module takes like 3 shots, the dock requires 2 or 3, I think the solar panels survive one. Basically, it takes a long time to kill solar plants, they are scarier than defense stations xD
The defense platform and shipyard modules get insta-gibbed though, was actually surprised about that after the base modules were this tough.
Theres also a bunch of damage wasted because the beam takes a while to extend till it hits the target. The longer the range, the more wasted damage.
I just tested this, and both a raptor and I survived the full shot. I'm on a vanilla game, are you guys using mods?
Edit: Ah... so the range is to blame possibly then. I was shooting from max range. Perhaps that is to blame for the MASSIVE difference in damage we're seeing.
Yup. Apparently that was a balancing feature in X Rebirth, because you only had one ship, and the devs didnt want you get one shot by a beam; and it got taken over into X4.
The AI also makes the mistake of using the beam at too long range, wasting too much damage.
Also, bare in mind it's a damage per second for a duration of 5 seconds. Only if the laser actually hits them. I haven't looked at the hitbox, but I know it has strange properties as I've seen fighters seemingly phase in and out of the beam at almost point blank range (my own fighters no less).
I wonder if you take a full second worth of damage even if the beam is only on you for a faction of it, or if you can take no damage at all (allowing you to pass through it). I may have to build a few sacrificial scouts. Hehe.
Finally, the above is the unmodded damage. You can push the Asgard even higher. Up to +65% damage for over 500,000 per second. I haven't modded mine yet, but the math checks. No need for more damage, really.
My wish for the next DLC is some kind of universe expansion. Like, give all 3 main factions a battleship, fill out the ship rosters a bit and update some ship models (Paranid L/XL improvement pls), add a bunch of new weapons, and a ton of new sectors.
Besides some general polish. Boron expansion would be cool too, but that seems a bit unlikely right now.
Have you shot at a Xenon defense module from maybe 8km distance or so? The ones with the double Xenon L turrets at the top and bottom. At that range there also should be minimal damage loss.
The Asgard's beam weapon only lasts 2.9 seconds because it generates some 3400 heat per second. at 10000 heat weapons overheat and deactivate.
Thus the total damage per shot is around 950k.
The damage is reduced over range because the beam needs time to reach the target.
The beam travels at 10000 m/s. So at 10km you lose 1 second of damage, or roughly one-third.
You will only get the "full" damage when you are face-first in a target.
The time for a full cooldown is 75 seconds
If the Asgard wasn't so damned slow, I could have it in a Xenon sector already to hit some Defense Platforms. I'm currently cleaning up Paranid Sectors since the Xenon kept harassing my miners. My bombers made it there to Litany of Fury and Emperor's Pride long before the Asgard was half way. Matrix #598 in the top is one of 4 sectors left with anything Xenon to shoot.
On a sidenote, Ive seen people claim that the cooldown is shared between beam and turrets. That is not the case; having 8 plasma turrets firing doesnt change the cooldown at all.
Cooling down the other two mainguns does delay the cooldown though. Still useful for turret sniping though when attacking stations.
Also noticed that the encyclopedia entries for weapons with "ammo clips" are slightly wrong. Must be some error in their formula. Best example for this error would be the terran pulselaser mk1 which fires 2 shots per second, not 1.33. But i digress.
The time for cooldown is easy to calculate - 10000 heat divided by the cooldown rate, 133 per second for the asgard beam, then add the cooldown delay, in this case 0.13 seconds. Asgard beam reactivates at 2000 heat.