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RE: Ship Damage - some empiral data, and observations

 
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RE: Ship Damage - some empiral data, and observations - 6/14/2013 12:33:51 AM   
Erik Rutins

 

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Some good news - there was a bug that was added in the last month or so of Shadows development. It is now fixed and a new update will be available tomorrow, including some other good fixes and improvements.

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(in reply to Ramrod851)
Post #: 31
RE: Ship Damage - some empiral data, and observations - 6/14/2013 2:16:36 AM   
turtlefang

 

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Erik -

Thank you for the fast response.

Osito -

Great work on the analysis in identification and pin pointing the problem so it could be addressed.


(in reply to Osito)
Post #: 32
RE: Ship Damage - some empiral data, and observations - 6/14/2013 5:11:43 AM   
Larsenex


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Great Job! I am nearly 3/4 thru my 3rd play of updated games. Time to restart a new one this time and go for some armor.

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(in reply to turtlefang)
Post #: 33
RE: Ship Damage - some empiral data, and observations - 6/14/2013 5:16:56 AM   
Cauldyth

 

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Hooray! Soon time to armour up my cruisers!

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Post #: 34
RE: Ship Damage - some empiral data, and observations - 6/14/2013 5:31:25 PM   
Plant


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You mean that in Legends, armour was useful? What have I been missing!

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Post #: 35
RE: Ship Damage - some empiral data, and observations - 6/14/2013 10:22:49 PM   
Bingeling

 

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Useful? I normal quantities it protects against rail guns, and is a small buffer that allows a ship to get away once its shield runs out. Which again can allow for a somewhat more aggressive setting when it comes to deciding at what percentage ships should flee.

(in reply to Plant)
Post #: 36
RE: Ship Damage - some empiral data, and observations - 6/16/2013 1:48:27 AM   
elanaagain


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Given all the details in this thread about armor, reactive armor; might the community particiapte in creating, writing a ship combat doctrine summary? All the math is great , but its scattered, etc. For example I have started with a summary I use.

Attempt at weapon vs armor ship doctrine

Against (reactive) armored target:

Level 1 Maxos Blaster @ range 100:
strikes w str of 4, (some distance losses), ArmReact(2) reduce damage to 2 [->destroy armor =20%].

Level 1 Rail Gun @ range 100:
strikes w str of 6 (no distance losses), ArmReact(2) reduce damage to 4 [->destroy armor = 40%].

Notes: rail guns, missiles = [50% reduction destroying armor), damage is 2 [->destroy armor =20%]. (Armor Standard Rating = 10, damage of 2 divided by 10)

Therefore, rail better @ range 100.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Level 3 Impact Assault Blaster @ range 100:
strikes w str of 9 (3 distance loss), ArmReact(2) reduce damage to 7 [->destroy armor =70%].
(Armor Standard Rating = 10, damage of 7 divided by 10)

Level 3 Shockwave Torpedo @ range 100:
strikes with str of 20 (4 distance loss), ArmReact(2) reduce damage to 18 [->destroy armor =100%].
Armor Standard Rating is 10, therefore ->damage of 18 divided by ArmReact (10) = 100%

Note: Rail guns less accurate, much shorter range.

THEREFORE shockwave better than impact assault blaster.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Rail guns [intended counter =] armor, ^speed/^maneuver, ECM.

Gravitic weapons [intended counter=] speed/maneuver -> (missiles, torpedoes significantly outrange GravWeap), ECM, larger size, repair bots.

Phaser weapons better at penetrating armor: ArmReact=50% vs phaser strike.

Targeting unarmored (or no armor left) ships?
normal components, remaining damage reduced by SIZE of each destroyed component, until damage is exhausted (i.e. single shot can damage multiple components). Damage hits normal components (NOT armor components) also reduced by damage reduction percentage first, then remaining damage amount destroys components.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

How would this be expanded to other weapons, etc?


(in reply to Ramrod851)
Post #: 37
RE: Ship Damage - some empiral data, and observations - 6/16/2013 11:05:36 AM   
DarkThug

 

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Wow!! This is great !!!!

So many valuable info. great enough to flush out a long time lurker for 3 expansion here

We finally unveil how an armor actually work in DW !! never though it to be this complicated lol. However, If this is the case, I wonder what is the point of summing up all armor rating in design screen ? to confuse us ? ^^"

(in reply to Ramrod851)
Post #: 38
RE: Ship Damage - some empiral data, and observations - 6/16/2013 9:16:13 PM   
paShadoWn

 

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Had someone tested railgun chances to penetrate shields? I tend to blow up bases with about 40 armor and 3k of shields with railguns before depleting a third of shield.

(in reply to DarkThug)
Post #: 39
RE: Ship Damage - some empiral data, and observations - 6/17/2013 12:27:44 AM   
Osito


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Joined: 5/9/2013
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quote:

ORIGINAL: paShadoWn

Had someone tested railgun chances to penetrate shields? I tend to blow up bases with about 40 armor and 3k of shields with railguns before depleting a third of shield.


I do believe they tested that at some point, yes, ;-)

(in reply to paShadoWn)
Post #: 40
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