Master of Orion

Master of Orion

87 ratings
Weapons, Tipps and Tricks
By Marbur
Weapons, Tipps and Tricks.
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Short Tips
Start: Normally you can raise the taxes at start (press F1 for the colony menu).

Blueprint: Change your blueprints, add a bomb to your frigate and pay the upgrade cost, before making the first move. You need a bomb to destroy prirate bases. More in chapter Blueprint Examples.

Fleet Speed: A fleet is slowed down to the speed of the slowest ship in the fleet.

Scouts: Your starting scouts are a little bit faster than the frigate and the colony ship, but if you move them as group they lose their advantage.

Autobuild: Never use autobuild, because the maintenance cost of all structures make you poor. Make your own production list.

Colony Growth: With 2 colonists the colony grows much faster, try to send a civil transporter with your colony ships.

Toxic: You have to to build a Toxic Processor to change the planet from toxic to barren.

Volcanic: On volcanic planets you can't get food from colonists, only from structures. There is no planet transformation possible, except for races with the skill Lava Breather which can turn them into Inferno planets. The Silicoids have this skill.

Radiant: You have to to build a Planatary Radiation Shield to change the planet from radiated to barren.

Ship Upgrades: Don't pay every time for upgrades of your fleet, only if it is cheap or you really need it. Exceptions: Scout and Space Facotory.
Later in the game most times it's better to replace it with a new ship.

Weapons: In the early game missiles rules, energy weapons are better in the late game. More in the chapters Weapon I and Weapon II.

Energy Weapons: Are divided into the two main sub categories Beam Weapon and Energy Cannon, but devs or translator are mixing up the terms quite a few times. More in chapter Weapons II.

Command Points: Each command point over your limit costs BCs per round.

Alliance: Ships from allied partners are not blocked by guarding ships.

Moon: Only at a planet with a moon you can build a Moon Laboratory (+6 Reseach) and an Orbital Shipyard (reducing ships costs by 20%).

Official MoO Game Manual: You can select it in steam in the context menu of the game. But look at the date of it, because it isn't always up to date. For example the german version is in early december still from 15. september (pre patch 51.2).
Blueprint Examples
Click on the screenshots to enlarge.
Every starting blueprint can be improved.
Some races have a military starting bonus from technologies.

Frigate
This is an improved starting frigate. With a Nuclear Bomb to destroy prirate bases and the Augmented Engine for faster travel.

When you got other ship types you can replace the bomb with attack weapons.



This is a high end frigatte from the Alkari.


Destroyer
Direct from the start the Sakkra and Mrrshan can build destroyers, this is a Sakkra starting blueprint.

It isn't a good design.

An improved destroyer design for a the Mrrshans.
Missiles are the best weapons in the early game (more in the weapons chapters).

A high end destroyer from the Alkari.

Exactly How do you select battle formations, roles and ranges?
http://steamcommunity.com/app/298050/discussions/0/154642447923052102/
Weapons I: Missiles, Torpedos and Defense
Defense Weapons
They all can fire in all directions.

Point Defense
These are modified versions of some energy weapons that fire automatically on close missiles and fighter crafts. The results of the modifications are:
  • costs -50%
  • size -66%
  • cooldownd -25%
  • range -80%
  • damage -50%
  • accuracy +25%
Like the other energy weapons they are getting better with improvements and better energy weapons.

Anti-Missile Rockets
They fire automatically on incoming missiles. Good when you get them and with a decreasing value, because you don't get better defense missiles.


Attack Weapons
Bombs
Bombs can't be used in a space fight, but you can drop them on a planet or a space structure. A shield of the planet protects against bombs, but gets weakened by every bomb. Bombs reload after each turn. The Payload Value appears in the Comabt Stats list, after adding bombs to a blueprint.

Fighter Bays
Group of small figthers near the ship. In the version v48.4.1 none of the bays was really worth the space it consumes. Patch 51.2 reduced the consumed space, but didn't make them really good.

Missiles
The standard guidance system in every missile all but assures a hit unless the missile is destroyed in transit or deflected by a jamming system.
All missiles can fire in all 4 directions.
Great in the begining, because most enemies don't have a good jamming defense or a good computer to improve the Point Defense weapons.
MIRV upgrade is overpowered at the moment (v54.6), because a flaw in the splitting of the warheads makes them immune to point defense.
The specials Fast Missile Rack and Dauntless Guidance System can improve missiles.
The range for all Missiles is 60.
CV= Combat Value, DPS per consumed ship space.
CD= Cooldown
AP= Armor Penetration (see chapter Armor, Resilience... for details)
RL= Research Level
HP= Hit Points
Name
CV
DPS
Damage
CD
Space
AP
RL
HP
Nuclear
0.159
1.11
20
18
7
5
2.0
Merculite
0.195
1.56
25
16
8
10
3
3.5
Pulson
0.278
2.50
40
16
9
20
6
6.0
Zeon
0.400
4.00
60
15
10
25
10
10.0
These values are from a game with a creative race, after everything was researched.

Missiles MIRV Bug - Immune to PD
http://steamcommunity.com/app/298050/discussions/2/154643085273971133/

http://forum.masteroforion.com/index.php?/topic/2180-mirv-travelling-twice/


Torpedos
Torpedos explode on impact and are not affected by jamming or point defense systems.
Very high damage, but the normal versions can miss. Good against big targets like heavy ships, space stations and some space monsters.
You can select for Torpedos the directions front/back/both sides/360 by clicking on the side icon. Both Sides consumes +25% and 360 +50% space.
The hit chance can be increased with the Semi-Guided upgrade. I like the combination of Semi-Guided with Overloaded.
There is no special to improve torpedos.
At the moment all torpedos have 15 sec cooldown, 70 range and 50 Hit points.
CV= Combat Value, DPS per consumed ship space.
RL = Research Level
Name
CV
DPS
Damage
Space
Armor Penetration
RL
Proton
0.278
3.33
50
12.0
15
4
Anit-Matter
0.420
5.67
85
13.5
25
8
Plasma
0.622
9.33
140
15.0
35
10
These values are from a game with a creative race, after everything was researched.


How do I destroy enemy jump gates and unfinished space structures?
http://steamcommunity.com/app/298050/discussions/0/350540780272620073/

ground combat...
http://steamcommunity.com/app/298050/discussions/0/359547436758231281/
Weapons II: Energy Attack Weapons
Energy Weapons
Energy Weapons are divided into the two main sub categories Beam Weapon and Energy Cannon, but devs or translators are mixing up the terms quite a few times. They have different researchs for space reduction.

Patch 51.2 roughly halfed the combat value of most weapons, because their cooldowns were increased. Also they made some damage changes.
Energy Weapons are weak in the early stage of the game, because the hit chance is low. Later you get better energy weapons, computers for increasing the accuracy and improving specials.
When the enemy ships have better shields, a slow weapon with one heavy shot is better as a fast firing wepeaon with low damage. This increases the value of the Heavy Mount modifier and makes the Disrupter Cannon to one of my favorite weapons.
You can select for Energy Weapons the directions front/back/both sides/360 by clicking on the side icon. Both Sides consumes +25% and 360 +50% space.
Weapon Proc = It’s the number of shots in each burst.

CV= Combat Value, DPS per consumed ship space.
Damage= Single damage x procs = damage sum
SP= Shield piercing
AP= Armor Penetration (see chapter Armor, Resilience... for details)
Sub= Subcategory (C = Cannon, B = Beam)
RL = Research Level
Name
CV
Damage
DPS
Space
SP
AP
Range
Sub
RL
Fusion Beam
0.159
5x4= 20
1.67
10.5
-
10.0
55.0
B
4
Mass Driver
0.250
12
1.5
6
+
10.0
50.0
C
4
Laser Cannon
0.278
5
0.83
3
-
0.0
50.0
C
0

Ion Pulse Beam
0.288
12x5= 60
4.61
16
-
5.0
55.0
B
7
Death Ray
0.300
20x3 =60
6
20(*1)
-
20.0
60.0
B
Orion
Neutron Blaser
0.321
9
1.29
4
-
5.0
50.0
C
2
Gauss Cannon
0.329
40
4.44
13.5
+
20.0
50.0
C
10
Graviton Cannon
0.357
25
2.5
7
-
30.0
50.0
C
6
Disrupter Cannon
0.375
90
7.5
20
-
20.0
60.0
C
12
Phasers
0.391
30
3.75
9.6
-
20.0
50.0
C
8
Plasma Beam
0.417
30x5= 150
9.375
22.5
-
30.0
60.0
B
10
Mauler Device
0.514
450
18
35
-
15.0
20.0
B
12
Stellar Converter
6000= 600x10
300
(*2)
-
0.0
100.0
12
(*1)= The consumed space does not change with research!
(*2)= From the description the Stellar Converter looks like a weapon, but it is in the category
Specials and its consumed space depends on the ship type. You can squeeze it into battleships, titans and doom stars.
These values are from a game with a creative race, after everything was researched.

Good computers increase the hit chance, specials can reduce the consumed space(halfed) and can increase the damage (50%). With these improvements energy weapons displace the missles and torpedos.
Good specials for energy weapons
Special
Decription
Take two for the space of one!
The best special for energy weapons, because the consumed space is halfed.
Damage is increased by 50%
The Rangemaster Targeting Unit basically makes for
energy weapons the target.distance to be always zero
and no loss of accuracy regardless of range.
This does not affect the diminishing of damage by range.
Energy Weapon Accuracy +30%
These pictures are from Titan blueprint in a game with a creative race, after everything was researched.


When do energy weapons catch up to missiles?
http://steamcommunity.com/app/298050/discussions/0/154642901281754511/

Weapon Proc Explained
http://steamcommunity.com/app/298050/discussions/0/350542050096268241/

Beams VS Cannons
http://steamcommunity.com/app/298050/discussions/0/350541595123265896/
Shields and Shield Damage
Shields
Energy Shields protect a ship from physical and energy attacks, absorbing, and mitigating damage before failing. If allowed to regenerate without taking damage, shields are able to recover back to full strength.
The shield is the first protection layer. After the shield is destroeyed, the target starts to lose hull points.

Shields can be improved with the specials Multi-Phased Shields, Hard Shields and Shield Capacitor.

Strength= Shield strength as percentage from base hull
name
Strength
Damage Reduction
RL
Class I Shield
50%
-1 per Hit
3
Class III Shield
70%
-4 per Hit
6
Class V Shield
100%
-9 per hit
9
Class VII Shield
140%
-16 per hit
11
Class X Shield
200%
-25 per hit
13

Shield damage calculation example
The honor for digging out the following info belongs to WhatIsSol.
How are MIRV warheads or procs of a beam weapon calculated against resilience?
They are just treated as separate hits. Every weaponStepDuration the target suffers another hit.
FYI - the big loss of damage on this is that each proc gets the shieldDamageAbsorption taken out every time.

I compared MIRV Zeon missiles with normal Zeon missiles.
Better shields are a turning point.
Shield damage reduction is more and more reducing the damage bonus of MIRV missiles in the late game, because shields are getting a bigger factor in the battles.

With complete research level 11 you can have Zeon missiles + modifications, Adamantium armor and Class VII shields

3 normal Zeon missiles consume the same space as 2 MIRV missiles

3x Normal vs Class VII Shield (-16 Damage)
3 X 60 = 180 Damage
Shield reduction = 3X 16= 48
Final Damage = 180-48= 132

2x MIRV vs Class VII Shield (-16 Damage)
8 X 30 = 240 Damage
Shield reduction = 8X 16= 128
Final Damage = 240-128= 112

After destroying the shields both missile variants are hitting with their full damage the hull.
MIRV has no impact on resilience calculation.

The resilience calculation is part of the next chapter.
Armor, Resilience, Range and Damage Calculations
HP (Hull Points):
Every ship type has an amount of base HP. When the shields are down a ship starts to loose HP.
The shield strength is calculated in relation to this base HPs and ignores the actual HP value. The actual HPs can be raised with the Hull Armor Multiplier from armor and the special Reinforced Hull.
If all HPs are destroyed, the ship is dead. A ship has even with 1 HP full battle abilities.

Armors
After the shield is destroyed, the target starts to lose hull points. The Resilience Rating is a factor that influences in combination with the armor piercing value of the attacker the final damage.
Resilience can not be destroyed, decreased, pierced or ignored in battle.

The special Heavy Armor doubles the resilience.

RL = Research Level
Name
Resilience Rating
Hull Armor Multiplier
Missile Armor Mulitplier
RL
Titanium
5
0
0
0
Tritanium
10
x1.5
x1.2
4
Neutronium
15
x2.0
x1.4
6
Zotrium
20
x2.5
x1.6
8
Adamantium
25
x3.0
x1.8
10
Xentronium
30
x2.25
x2.0
Orion

The Plasma Torpedo is the weapon with the highest armor piercing value (35).

Armor Penetration Damage Calculation (without range influence)
The honor for digging out the following infos belongs to WhatIsSol. I tried to summarize his answers in the forum.

1) Shields: Weapon penetration and armor resilisence is not a factor before the shields are down.

How are MIRV warheads or procs of a beam weapon calculated against resilience?
They are just treated as separate hits. Every weaponStepDuration the target suffers another hit.
FYI - the big loss of damage on this is that each proc gets the shieldDamageAbsorption taken out every time.

2) It looks like armor can reduce damage by 1/4 at best.
Looking at the code for GetDamageMultiplier it looks like it takes the weapon's penetration value and divides that by the target's armor resilience (x2 for heavy armor). It then takes the max of either that calculation or a constant of 0.75.

Formula = Weapon.Damage * Max((Weapon.Penetration / Target.Resilience), 0.75)

3) Actually it looks like if armor penetration is higher than resilence, it increase damage on the target, because there isn't any visible limit/cap on on the formula.

Nuclear missiles with penetration 5 vs resilience 5 (Titanium armor):
5/5 = 1 so 100% damage

Laser Cannon with penetration 0 vs resilience 5:
0/5=0, but max of (0, 0.75) = 0.75 so 75% damage

Fusion Beams vs resilience (5)
10/5= 2, max of(2, 0.75)= 2 (200% damage)
Proc Damage= 5x 2= 10
Final Damage 4x 10= 40

vs Tritanium armor (10)= 20 (100%)
vs Neutronium armor (15)= 15 (75%)
vs Zotrium armor (20)= 15 (75%)


Range influence
The accuracy and damage of some wepaons is negativ affected by range.

In the detail information of a weapon the loss of damage by range is visible.

The Rangemaster Targeting Unit basically makes for energy weapons the target.distance to be always zero and no loss of accuracy regardless of range. This does not affect the loss of damage by range.

Mathematical Formulas
Graviton Cannons hit hard but their reduction on damage due to range is really bad. Graviton Cannon at range 30 is doing like 64.0% of its damage, while an Ion Pulse Beam is still doing 91.7%

The Formula for damage loss by range is :
RangeLoss = 1 - Power( (target.distance / weapon.range) * weapon.rangeDecayFactor, weapon.decayRate)
RangeLoss has a floor of 0 and a ceiling of 1

Final Damage is weapon.damage * RangeLoss

The Formula for accuracy loss by range is :
The values for Weapon.rangeLoss isn't directly visible in the game.
VDmitry, range accuracy loss due to target distance is a simple equation:

Accuracy Loss = (Target.Distance / Weapon.Range) * Weapon.rangeLoss

So Ion Pulse Beam firing at a target distance 20 away would be
target.distance = 20; weapon.Range = 55; weapon.rangeLoss = 0.2;

(20 / 55) * 0.2 = 7.3% loss of accuracy

The range master unit basically makes the target.distance to be always zero so no loss of accuracy regardless of range.

Using a Graviton Beam in the above scenario would be
weapon.Range=50; weapon.rangeLoss=0.5
(20/50) * 0.5 = 20% loss of accuracy (ouch)

The data on Range Decay Factor and Decay Rate are in the WeaponTypes.yaml

What is the function Power(p1, p2) doing?
It potentiates the first parameter with the specified exponent.


Thoughts on armor resilience
http://steamcommunity.com/app/298050/discussions/0/154642447922416143/

Missiles MIRV Bug - Immune to PD
http://steamcommunity.com/app/298050/discussions/2/154643085273971133/
Race, Pollution, Gravity and Creativity
Creativity
Uncreative races can not choose in research decisions, their choice is random. But if you don't get the "core waste dump" your game can bee doomed (thx to the designer of patch 51.2). A Creative race like the Psilons gets all choices .

You can change the creativity of a custom race:
  • Uncreative -5 points
  • Creative 10 points (overpriced)

Gravity System
Most races are used to normal gravity, Psilons have low gravity and Bulrathis have high gravity.
You can change gravity for a custom race:
  • Low Gravity Homeworld -3 points
  • High Gravity Homeworld 4 points
  • Tolerance -6 points (The homeworld is normal and the race gets no penalties for different gravity)

If you are on a planet with a gravity other than your race default the population output will be reduced in all areas. This does not affect the output from structures.
Gravity Penalties
Race Default Gravity
Low
normal
high
low
0
25%
50%
normal
25%
0
50%
high
50%
25%
0
The penalties can be compensated with "Gravity Generators" (research level 5). Patch 54.6 reduced the research level and the construction price.


Pollution
If your production exceeds the pollution tolerance the pollution level rasies and the food production is reduced. If max pollution level is reached you biome can degenerate.
You can research and built 5 structures to increase the pollution tolerance.
The pollution is harder for races which depend on food production.

Patch 51.2:New pollution system. You could divide a game in the two phases "Pollution Manager" (pre core waste dump) and the normal MoO after you built it. Even terraforming did have its bad drawbacks in the first phase. Most players disliked the new pollution system. But it was very interesting how the fanboys and trolls praised in unity the bad changes.
Patch 54.6:The devs made some improvements. Now the pre core waste dump phase isn't so dominated by the pollution, but think twice before terraforming big planets.
But in the late game the core waste dump is still very important as you can see in the screen shot:

The third production worker raises the pollution.


Race
There are different races you can choose in MoO or you can make your own race.
The last patches made in "Early Acess Style" huge changes to the pollution, the AI and the gravity system. After this patches you can't say that the races are balanced.

Weak races at the moment: Psilon and Mrrshan.

Middle races: Darlok, Human, Bulrathi and Alkari.

Strong races: Mekklar, Silicoid and Terran(DLC).

Research gambler: Sakkra and Klakkon are good races, but uncreative.


For a lithovore race like the Silicoids the polution isn't so hard, because they don't need any food.

The cool things about lithovore races are:
  • No maintenance costs for food structures
  • No pollution from food structures
  • Gravity problems hit only your production, but not your growth
  • Toxic or radiated planets are not really a problem
  • You can laugh about pollution penalties in the food production fields

A suggestion for a good fast growing custom race
Positv: lithovorce, rich homeworld, population growth +50%
Negativ: repulsive, credits from population -25%, beam defense -25%
With this you can spam colony ships easier and faster than anybody else.

Pollution immunity broken?
http://steamcommunity.com/app/298050/discussions/0/224446340335346222/

Good to terraform anymore?
http://steamcommunity.com/app/298050/discussions/0/224446614459010372/

Stealth patch for pollution? (V51.3)
http://steamcommunity.com/app/298050/discussions/0/224446614457608495/

Read it with humor:
http://steamcommunity.com/sharedfiles/filedetails/?id=815086303
Colonies of a system working together
Interplanetary Administration
You can build only one Interplanetary Administration in a system and it has two effects:
1. The Food surplus of colonies in the system is automatically distributed to colonies in need to help them grow.
2. The other colonies can send their production points to the world with the administration.


Screenshot: 3 planets are assisting 1 planet in ship building and make the production of a Doom Star much faster. The 3 assisting planets don't need their own Orbital Shipyard or Space Elevator and you can spare the maintenance cost.
Income, Taxes, Morale and Economic Victory
You can run into a serious cash problem, if you have many colonies with a lot of expensive buildings, but with low population (tax payers).
Your main income are the global taxes for every colonist in your empire and additional earnings from some buildings. You can change your taxes by opening the colony overview with F1.
At research level 3 you can get the Colonial Revenue Service and at level 6 the Space Port. This two early buildings give you an additional income. For all other normal buildings you have to pay maintenance cost.
Later you can get the Planetary Stock Exchange and Galactic Currency Exchange.
When your colonies are full of tax payers and you have all theses buildings, then you should be swimming in money.

In your empire overview (F1) you can change the tax rate. The taxe rate has a direct relation with the morale of your colonies.
Every colony has its own morale level which decides together with the size of the colony population about strikes.
Unhappy people are on strike and don't work.

By buying GMF Shares you can go for an economic victory.
You need ~40% of the Shares and ~40% of the GDP for 10 rounds (the percentage actually changes based on the number of races in the game).
It's one of the easiest ways to win the game.

Best race for money
Early in the game: The Humans because of their traits Diplomats and Traders.
Overpowered: The Terrans (DLC only) seems to be totally overpowered with their 15% morale bonus, because they can always raise the taxes one level higher.
Custom race: You can choose Credits From Population, +50% costs 8 points and +25% costs 5 points.

What increases morale?
http://steamcommunity.com/app/298050/discussions/0/135509472111049420/#c135509472111196351

People on strike at 75% morale?
http://steamcommunity.com/app/298050/discussions/0/154642447919877622/#c154642447919982598
Research for income
Early researchable structures for money:
Level
Reseach
Result
Effect
limit
3
Economics
Colonial Revenue Service
+1 BC per population in the colony
1 per colony
5
Macro Economics
Geosynchronous Warehouse
-20% buyout cost
1 per colony
6
Galactic Trading
Space Port
+5 BC
1 per colony

Later you have to decide:
Level
Reseach
Decision
Effect
limit
10
Galactic Economics
Planetary Stock Exchange
+2 BC per population in the colony
1 per system
Advanced Planing
Max population +5
every colony
12
Galactic Networking
Galactic Currency Exchange
+100% BC in the empire
1 per empire
Galactic Cybernet
+50% research in the empire
1 per empire

Cheaper ship production decision:
Level
Reseach
Decision
Effect
limit
5
Atificial Gravity
Orbital Shipyard
-20% production costs for ships
only colonies with a moon
Moon Laboratory
+6 Reseach / 4BC
only colonies with a moon
Optimizing Structures
Never use autobuild, because the maintenance cost of all structures makes you poor!

Reducing maintenance cost by selling structures
Some structures are good in the early and mid phase of a planets development. If you need cash, they can be sold once the planet has reached final teraforming and full population.
These structures are giving no more than 1 point (food, production or research) each BC maintenance.
Facility
Maintenance
Bonus
Fungus Farm
2 BC
+1 Food
Hydroponic Farm
2 BC
+2 Food
Crust Prospecting
2 BC
+2 Production
Automated Factory
2 BC
+2 Production
Deep Sea Cooling
3 BC
+3 Research

Alien Management Center: After the the captured colonies are assimilated, this building is a waste of money (4 BC per turn). Don't forget to sell it after use.
Cloning Center : For a planet with full population the Cloning Center (3 BC) makes only sense, if you are going to reduce the population by building Colony Ships or Civil Transporters.
Diplomacy
Trade Treaty: Try to make a Trade Treaty: with every race with a good relationship.

An investment in friendship
Sometimes a friendly race does'nt have enough money to renew a Trade Treaty and it looks like you are earning less money.
Tip: Give the race enough money to make the Trade Treaty. It can be worth from a financial point of view and from the standpoint of diplomacy. You do two good actions to improve your relationship.

War and neutral zone
If an AI or player attacks you in a neutral system this doesn't start a war. Only attacks in colonised systems are starting automatically a war.
Since Patch 54.6: Only atttacking colonies or military outposts starts a war.

Attacking my ships in my system without war?
http://steamcommunity.com/app/298050/discussions/0/154642447919457775/

Conquering by money
You can buy colonies from other races.

When will they make a war against you?
In the actual version even in the high difficulty levels they don't declare war, if you have the bigger fleet.

Cannot figure out how to get Galactic Council
http://steamcommunity.com/app/298050/discussions/0/224446614465429623/

Research treaty still too expensive
http://steamcommunity.com/app/298050/discussions/0/144512526678329407/

Is Non-Aggression = Open Borders?
http://steamcommunity.com/app/298050/discussions/0/350541595121396179/

flaw with non-agression pact
http://steamcommunity.com/app/298050/discussions/0/350542683204003383/

Don't underestimate Trade Treaties!
http://steamcommunity.com/app/298050/discussions/0/350542145698487981/
Combat Value pre patch 51.2
I keep this old infos in the guide, becuase some people prefer to play with a pre patch 51.2 version.

CV= Combat Value, DPS per consumed ship space.
Damage= Single damage x procs = damage sum
SP= Shield piercing
Sub= Subcategory (C = Cannon, B = Beam)
RL = Research Level
Name
CV
Damage
DPS
Space
SP
Sub
RL
Fusion Beam
0.29
5x4= 20
2.85
10.5
-
B
4
Ion Pulse Beam
0.47
12x5= 60
7.5
16
-
B
7
Mass Driver
0.5
12
3
6
+
C
4
Laser Cannon
0.55
5
1.66
3
-
C
0
Gauss Cannon
0.58
30
7.5
13
+
C
10
Death Ray
0.6
20x3 =60
12
20
-
B
Orion
Graviton Cannon
0.71
25
5
7
-
C
6
Neutron Blaser
0.75
9
3
4
-
C
2
Disrupter Cannon
0.75
90
15
20
-
C
12
Mauler Device
0.86
450
30
35
-
B
12
Phasers
0.91
35
8.75
9.6
-
C
8
Plasma Beam
1.11
30x5= 150
25
22.5
-
B
10
These values are from a game with the Psilons, after everything was researched.

Discussions pre Patch 51.2
Weapon Combo Strategies
http://steamcommunity.com/app/298050/discussions/0/350540780272692637/

Space battles.
http://steamcommunity.com/app/298050/discussions/0/359547436743881122/

Beef Up Tactical Combat (Kampf )
http://steamcommunity.com/app/298050/discussions/0/360671352679791695/

Fighters, Bombers and Heavy Fighter
http://steamcommunity.com/app/298050/discussions/0/350541595119758531/

Heavy Fighters useful?
http://steamcommunity.com/app/298050/discussions/0/361798516965915886/
Short Stories
A dev writes from time to time to time a short story about the MoO universe.

ICARUS - A Psilon Short Story
http://steamcommunity.com/app/298050/discussions/0/412447613577657166/

The Throne of Guanar - A Sakkra Short Story
http://steamcommunity.com/app/298050/discussions/0/458606248617625579/

The Harvest - A Bulrathi Short Story
http://steamcommunity.com/app/298050/discussions/0/458607518209851557/

First Contact - A Human Short Story
http://steamcommunity.com/app/298050/discussions/0/412448158143307144/

Search Party - A Klackon Short Story
http://steamcommunity.com/app/298050/discussions/0/412449431009082428/

The Towers - A Terran Khanate Short Story
http://steamcommunity.com/app/298050/discussions/0/392184522702549688/

Identity Crisis - A Darlok Short Story
http://steamcommunity.com/app/298050/discussions/0/371918937287743328/

The Survey Team - A Silicoid Short Story
http://steamcommunity.com/app/298050/discussions/0/364040166666572478/

The Early Human Wars
http://steamcommunity.com/app/298050/discussions/0/358415206080780276/

Feature Spotlight: Jump Gates
http://steamcommunity.com/app/298050/discussions/0/365172547938411140/

Royal Son Ascendant - A Gnolam Short Story
http://steamcommunity.com/app/298050/discussions/0/215439774875709077/

Sun Reacher Station - An Elerian Short Story
http://steamcommunity.com/app/298050/discussions/0/154641879452781527/

Far from Home - A Trilarian Short Story
http://steamcommunity.com/app/298050/discussions/0/154642321537993892/

Ancient Chorus - An Antaran Short Story
http://steamcommunity.com/app/298050/discussions/0/154642447919356611/
The End
A link to my other guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=815086303

If you find something outdated or if you have an open question, please write a comment.

21 Comments
Haruso Feb 28, 2024 @ 5:16am 
is there, a easier way to understand how much dmg I'm losing at what range, or is it just trial and error. an explanation for dummies would really help
blindseye May 4, 2021 @ 10:10am 
This is a great guide. I don't know if it is still being updated, but thanks!
prokolyo Aug 4, 2018 @ 10:28pm 
So is this current?
Mihai_Stefan37 Jun 24, 2018 @ 2:18pm 
How does the structural analyzer work? does it affect only energy damage that hits after the shields are down?
Sarxis Nov 28, 2017 @ 7:36am 
Great guide! Thank you.
Marbur  [author] Dec 1, 2016 @ 5:26pm 
The Devs made many changes with the new patch 54.6. The pollution system is improved compared to the last patch 51.3.
Marbur  [author] Nov 13, 2016 @ 6:04am 
Combat values for missiles and torpedos are added.
Marbur  [author] Nov 12, 2016 @ 6:43pm 
@purdueguy: I only suggest to scrapp these building if you have a cash problem. :dollars:
The actual pollution system could be another reason to scrap these buildings.

@anthony: You are welcome.
purdueguy Nov 12, 2016 @ 5:35pm 
Marbur - on the topic of scrapping food buildings. There may be cases where you want to keep the buildings you suggested scrapping. For example, by keeping this buildings you require fewer farmers and can instead use them in research.
anthony.seow Nov 12, 2016 @ 9:00am 
thanks