Base order of fire |
Fri, 16 May 2003 17:38 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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After a discussion on IRC with Mazda, he convinced me that firing order on a base does matter in some cases. Mainly when you have partially filled slots (for example 20 weapons on anything less then a Death Star) this is normally the case when you cannot afford to fill them.
For example: say 2 bazooka DDs are approaching your new colony, you can afford to put up a fort and 20 Xrays, due to iron limits you cannot armor or shield it however. Two DDs will kill the fort in one shot, whereas 1 will just damage it. So your first shot needs to kill one of the DDs. 20 Xrays will do 256 damage (*.8 due to range, actually it's a little lower in my tests).
If you put 10 and 10, the first shot will do 128, leaving each with 136, the second shot will not be enough to kill one of them, so they both get damaged, and then fry the fort.
If you put 12 and 8, if the 12 slot fires first it will do 153 damage, not killing a DD, and leaving each with 124 (losing one point of damage actually). The second shot will do 102 damage, again not killing a DD, and frying the fort.
However, if the 8 slot fires first, it will do 102 damage, leaving each with 149. The second shot will just kill one of the DDs, and the fort will survive the remaining DD's shot. The second round the fort will vaporize the remaining DD. The scrap from these two DDs should provide enough iron to shield the fort to have it defend against any more DDs.
I then tested all bases with this secenario and figured out the order, which is:
Orbital Fort
..1
..2
Space Dock
...1
..3.2
Space Station
...1
..4.2
...3
Ultra Station
...3
..5.4
..1.2
...6
Death Star
...2
..1.3
...4
[dots added to make things line up]
Execpt for the Ultra Station it's clockwise, starting at the top for everything execpt the Death Star, which starts at the left.
It could also matter if you mix torps and missiles and the base init of the weapons is the same.
It could also matter on a max init Death Star, if you put beams on it and they get to fire, you want the beams to fire before any missiles (for the double damage if shields are gone), but probably after torps (for the damage to shields if there is a miss).
These last cases don't really matter because it's too easy to kill a base once you have missile BBs and chaff.
[Updated on: Fri, 16 May 2003 17:42]
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Re: Base order of fire |
Thu, 09 June 2011 14:42 |
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Eagle of Fire | | Lt. Commander | Messages: 809
Registered: December 2008 Location: GMT -5 | |
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I just don't see how placing your beams and missiles differently on a single hull is going to do as a difference other than what was already mentioned in the first post of this thread.
And even then, as I said, it is going to be a average of one time per game usefulness, and seldomly on anything else short of early SBs.
I myself very very seldomly equip SBs with both torpedoes/missiles and beams. The best defense is always missiles with chaff if you have the time to prepare (as you can bring other ships to the battle to sap the enemy shields and possibly their bomber/freighter fleet if any survive) or a specialized setup which take advantage of a vulnerability of the opposing fleet.
If you start building SBs with slots not at full capacity, you are simply fighting a uphill battle you could most probably have prevented by other means. Or it is because you are currently losing the game to another player and this little trick won't save you.
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