Uksharazad87 wrote:Hello Xenos.
Thank you for this opportunity
How does the the +three Turrets Upgrade work. Like, what is the literal difference the three turrets make?
The Close defence system is composed of several tiny turrets used to shoot down small targets They have two uses :
1) They can shoot down ordnance squadrons and torpedoes :
Each of these targets have a chance to be shot down (35% in general, otherwise it is precised in the tooltip of the target.) by each turret (Torpedoes are destroyed while squadrons lose 1 craft). with that in mind, 3 turrets gives your ship 3 additional chances to shoot down incoming targets.
A bomber run comes to my Retribution, which has 18 turrets. Once in range, the squadron will have to successfully pass 18 tests at 65% to reach the target unharmed (since they have 35% chances to be shot down). Each test failed results in a craft of the squadron destroyed, chosen randomly.
If the ship had the additionnal turrets, each target would have to pass 21 tests instead.
Torpedoes, as they are smaller, have a reduced chance to be shot down.
The Dodge chances given by the Squadron leader Crew Member, and already present on Eldar crafts and torpedoes, is a second test the target has to pass if they are hit.
A Bomber Squadron with a Level 3 Squadron Leader misses its test to survive. It has to make another test at 30%. If it succeed, it ignores the damage and no craft is lost. An Eldar squadron in the same situation will then have 60% chances to ignore the hit (Level 3 Squadron Leader + the basic Dodge of Eldar ships).
2) They can shoot down Boarding Shuttles :
When a ship is assaulted throught the "Boarding Action" skill, each turret still active raises the Troop Value of the ship by 1. It then grants you a +3 bonus on your Troop Value which is equal to a level in the Ratings (or faction equivalent) crew member.
Remember: every 100 Hull point lost, a Turret is lost as well. Which means that with 3 additionnal turrets, you can lose 300 hull points and still have just as much turrets as you normally would without the upgrade !
I hope this has been enlightening, Gue'la.
EXPLOSION CHANCES OF A SHIP DESTROYED
Bludfist wrote:Do ship explosions on destruction damage ships consistently or at all? or is it random if the explosion deals damage?
Ah, I can see why a green-skinned Be'gel would be interested in explosions. The explosions happening after the loss of a vessel is randomly generated, to simulate the randomness of the core generator overloading, or the vessel just becoming an empty, crushed husk in the void of Space.
The transport ships, however, do always explode, as they are fragile and prone to malfunction... And that also dissuade a bit the Ramming strategy.
PRECISIONS ON THE UPGRADE TARGETING MATRIX (AND FACTION EQUIVALENTS)
randuir wrote:Commander, I hop you can enlighten us on the exact effect of the accuracy increasing upgrade. The tooltip lists it simply as increasing accuracy of macro-cannons at ranges beyond 6k, but I don't think the exact increase has ever been given.
-Shas'el Vior'La Randuir
Ah, a soldier of the greater good! My rank, however, isn't Shas'o, the commander, but Kor'o. Or Admiral, for the Gue'la. Your mistake is already forgiven, and forgotten. Your question allows me to dig up my old post talking about the same thing :
Targeting matrix and its factions equivalents have the following effect : It reduces by 50% the accuracy penalty on Macro-Weapons if they fire above 6k.
Now, if it's still a bit cloudy to you, here is how it works :
(Taking Imperial/Chaos Accuracy as an example)
Imperial navy get a 20% penalty for each slice of 3k units distance to its Macro-Weapons' accuracy. It then looks like that :
So, with the upgrade, your penalty, which is 20% for each range, will switch to -10% per range (Above6k) instead. The Accuracy will then be:
As you can see, it greatly boosts your precision at great distance, so prepare your Plasma Batteries accordingly !
(P.S: It -of course- work better with Orks, which have bigger penalties... If you can get their weapons to fire above 6k, that is.)
STACKING OF MALUS/BONUS IN ACCURACY
MadDemiurg wrote:Can you please clarify the stacking of accuracy penalties?
For instance, macro cannon is firing with 80% accuracy at an Eldar ship with max holofields (-50%) brace for impact (-20%) void predator (-20%) in an asteroid field (-50%). How would all this stuff stack? Are modifiers additive or multiplicative? If some are additive, and some are multiplicative, which ones and in what order they would apply? Thanks!
I have to admit, the stackings are a bit disturbing, and will be reworked, both ingame and in text for more understanding.
The actual order of bonuses/maluses are as such :
1) Accuracy = Flat, it gives the base of the equation.
2) Lock On! = +20 to accuracy.
3) Brace for Impacte = -20 to Accuracy.
4) Asteroid field = -50%.
5) Void Predator = -20 accuracy if in a field (Gas or Asteroid)
6) Holofield = -60% at max value
In the next patch, it will be entirely reworked to be :
1) Accuracy = Flat, it gives the base of the equation.
2) Holofield = -60% at max value
3) Lock On! = +20 to accuracy.
4) Brace for Impacte = -20 to Accuracy.
5) Asteroid field = -20 to Accuracy.
6) Void Predator = -20 to Accuracy if in a field (Gas or Asteroid)
This new way of calculating the chances of accuracy will be more easily understood and will give Bonuses/maluses better impacts, as they take effects after the percentages reductions.
SETTING TARGETING PRIORITIES
Marwynn wrote:What exactly does setting targeting priority and subsystems do? I see my ships preferring to shoot at a target with a higher priority, but the subsystem grants bonus to the critical chance?
Well, Gue'la, Knowing whom and what to target first is a must in a war. I will teach you, and maybe you'll become a Gue'Vesa to thank me.
1) Priority Targets
Set from 1 (High priority) to 4 (Low Priority), The Priority setting determines two things : First, it dictates the use of skills set on auto-launch. While some will not wait for the perfect opportunity (Torpedoes or boarding for example) to hit ad will unleash upon the first enemy encountered, most skills, if they can hit two different targets, will prefer the one with the higher priority. Taunt will then target the ship in range with the higher priority.
CAUTION : If skills have other specific conditions, they will not be taken into account by the priority.
Two ships are in range for a Lightning Strike attack. A Dauntless and an Emperor. I set Priority 1 on the Emperor, and 4 on the Dauntless, but the Emperor still has shield, while the Dauntless hasn't. The Lightning Strike will not wait for the Emperor's shield to be depleted and target the Dauntless immediatly.
The second use is about weapons and work the same way. If given two possible targets in its firing angle, the weapons will target the vessel with the highest priority. It is quite usefull to maximize firepower on a coward fleeing inspite of its friends.
Setting subsystems to be targeted first has one use : A ship's weapons and boarding firing upon an enemy vessel will have slightly improved chances to cause a critical damage to that particular subsystem. It does not mean that the weapons will not be able to critically damage other parts of the ship, though.
ARE PULSARS LANCES ?
does the Master Gunner for Eldar increase the Crit Chance of Pulsars too?
Or more to the Point: Do Pulsars count as Lances?
Thanks in Advance & Greetings
Greetings, Imperial Gue'la.
Indeed, Pulsars, inspite of their atypical behavior, are considered Lances in all aspects, and benefits from every Lance oriented bonus available to Eldars, including the Master-Gunner. (The exception being the "Accurate" weapon attribute, common to all lances, that pulsars do not have, due to the aforementionned specification of the weapon.)
I hope you are all satisfied with the answers and will think about joinning the Tau'va.
GOFF FAVOUR AND TROOP VALUE
Does the Goff favor have a missing tool tip that provides +10 troop value to the ship? or is it just ram dmg and +1 assault action
As for now, The Goff Favour indeed gives +10 to the troop value. It is a mistake from our end, and it will be corrected with the next Patch.
second Does WAAAAGH skill have a set duration for its effect to occur like an assault action needs to be cast withing X seconds of casting WAAAGH to get the +1 assault action bonus or does it last the reminder of the match after being cast?
As indicated in the Tooltip, the WAAAAGH !! Ork Skill gives +1 Assault Action to boardings during 30 secondes. You better make sure you're close to the enemy when using it, Savage Be'gel.
CAN ORDNANCES HAVE TO RETAKE TESTS SOMEHOW ?
- Does each turret only roll once against a piece of ordnance or does it have a refire rate?
I'm sure I've had situations where a fleeing ship being pursued by bombers seems to shoot down more before the bombers catch it.
Greetings, corrupted Gue'la. You may never join the Tau'Va, but I'll answer to you anyway, as honour intends.
The Close Defence System turrets doesn't have any firing rate. It takes one test per turret on each target, and then it doesn't fire again on them. The destruction of targets, for visual purpose, doesn't happen at the same time, giving the illusion that targets are destroyed bit by bit, instead of all in one hit.
The only possibility to be shot two times by the Close Defence System is if your Ordnances get out and in again in the range of attack. A fit only Eldar ships are capable of by dashing. But they will not have their dashes to avoid other attacks then...
PRECISIONS ON THE CLOSE DEFENCE SYSTEM
- Each attack craft is attacked in full by the entire turret array?
- So overwhelming a target by throwing more torpedoes/bombers/assault boats at it doesn't work?
- 18 tests at 65% chance to survive means something like a 0.04% chance for a bomber to survive. Is this maths correct? It seems excessively lethal.
No, the entire Squadron is attacked by the full turret array, and each failure destroys a craft within the squadron.
Throwing more torpedoes and Ordnances is still a valid strategy, as more of targets means more potentially successful targets, which passes through the array. It may just be less effective as you imagined at first. Remember that a ship loses turrets with each slice of 100 Hull points. If you aren't satisfied with unsuccessful Ordnances and torpedoes, try to soften the enemy ships up a bit with brawlers, snipers, and such. Variety is a key in strategy.
You can then send more ordnances ( A styx launches 24 crafts in a row for example), reduce the number of turrets on the enemy ship, or put crew member points in the Squadron Leader to greatly raise the odds of a success.
ARE CHAOS MISSILE PODS MACRO-WEAPONS ?
Are chaos missile turrets significantly different from macro weapons? They accept all three upgrades (AP, range, accuracy), but it is difficult to observe if these actually have the same effect (except range, which seems to work).
Do they work on the same accuracy curve as regular weapon batteries, or a different one? Do they interact with shields and armor the same?
Indeed, Missile Pods are Macro-weapons in all regards. Despite the look of their projectiles, they do not differ from Chaos Maco-baterries and such, and take all upgrades, accuracies, and effects of Macro-weapons.
As a reminder, Macro-weapons regroupe a wide array of different weapons in the Warhammer 40k universe, including missiles in some cases.
Kor'o Elys'eir Sio'Are Kaith Kir'qath, End of transmission.
DOES LOCK ON AFFECT ORDNANCES AND TORPEDOES ?
Does the "Lock on Target" special order affect Torpedoes and Ordnance (Bombers)? If so, how does that work? Should one cast the order before the Ordnance is launched or before it hits the target?
The "Lock On" Special order only affect precision of Macro-weapons, and chances of critical damage dealt through standard weaponry. it does not affect Launch Bays and torpedo launchers as they do not cause damage directly as weapons. Or, if you prefer, it is the bomber and torpedoes that inflict damage. The first one is facing a big enough target to not need to lock on (Bombers critical chances are already quite high) and the other, being a mindless projectile flying straight, wouldn't lock on anything (But they do have high critical damage chances if they hit.)
Greetings everyone, Kor'o Elys'eir Sio'Are Kaith Kir'qath is here to answer your questions right away !
HOW MANY SHOTS ARE FIRED FROM BATTERY WEAPONS ?
For batteries, are their 4 shots (one for each of the guns) or is that just visual effect?
Each gun on a battery weapon fire an independant projectile, which can either miss or hit. It is not just a visual effect. The tooltip is currently wrong and will be rectified in the next patch.
HOW DOES AUGUR DISRUPTOR WORKS ?
When you use the skill augur disruptor on an enemy ship do your ships become red dots, unidentified, if they are not in the detection range of the enemy ships after the disruption passes ?
Assuming that all enemy ships where effected.
Augur Disruptor is a powerful skill, that requiers strategy and manoeuvers in order to be effective, but it only reduces the detection range of affected ships. If your ships were identified before the use of the skill, they will stay identified. If you want to return to the "blip" state, the little red dots, you will need to reset your "identified" status. For that, I higly recommend to lead the fight near a gas cloud before using it, using running silent, or the Eldar Alaitoc Favour. And beware as a single enemy ship detecting yours will allow all enemy ships to fire upon your fleets. After all, it is a game of strategy and placement.
IS LEVEL 4 CREW POSSIBLE ?
If I upgrade a crew slot to level 3, then get inquisitor favor is it now level 4?
As for now, it isn't possible, as an additionnal level in crew member could not give more bonuses (Navigator and faction equivalents) or become, in certain cases, break the game (Servitors (Or equivalent) uping the DPS of Carriers, and Cultists with a Nurgle Favour making them un-boardable.). But with a reconditionning and the Inquisitorial Favour, you'll have another crew member at level 3 and one at level 2, plus all the remaining at level 1. It's a quite interesting deal.
WHAT ARE ORDNANCES AND DOES "RELOAD" AFFECTS WEAPONS ?
Can you give us the definition of Ordinance? I see this term thrown around alot without anyone saying what it is. Does this include ONLY torps, fighters, bombers, and assault boats? I ask because the tooltip mentions weapons, so I'm wondering if it affects reload rate of macro/lance weapons. At first I was always using Reload skill in fights cause I figured that was a straight 20% increased in DPS because of the 20% increased fire rate of all weapons. I see no one does that though so I guess it does not affect main weapons.
Ordnances are a term used to regroup Fighters, Bombers, and Assault Boat squadrons. Torpedoes are treated separately, due to the inherent differences between the two of them in terms of gameplay (Although in naval terms, and in BG the Tabletop game, both are considered ordnances, we make a difference for our game).
As for the "Reload" special order, as it is indicated in the tooltip, it only affects skills cooldowns and the refill of the combustion gauge. It does not increase the rate of fire of automatic weapons, but it do increase the reload of skill based weapons, such as Launch Bays, Nova Cannons, Pulsars, Torpedo Launchers, Shokk-Attack Mega Kannon, Nova Kannon, and Tracktor Kannon.
DO SHIELDS BENEFIT FROM ARMOUR ?
Shields: Do they gain bonuses from armor? Does shooting an imperial in the front get the 75% block chance or does it get the straight damage assuming the shot hits?
Armour is an additionnal defence to the Hull of the ship. The Hull being protected by the shield, armour isn't taken into account for shots that damage the shield. So no, the 75% Frontal Armour of a Gue'la, a human, ship will not give its shield 75% chances to deny damages.
Although the Generator upgrade "Voss Pattern Void Shield" of the Imperium do give to the SHIELD a 25% chance to deny hits, if you want.
ERRATUM ON TURRET DEFENCE SYSTEM
Turrets/Bombers: Ok so I'm reading your section explaining the turret interaction vs bombers. Can you show how you come to 11.7% chance of that bomber getting through? I'm in agreement with the guy you were responding to as of now. If it's a 65% chance of success and it has to pass EVERY test (18 of them), then that's (.65)^18 = .0004 or .04 % chance of success. One failure means it goes down. Been a while since I had to do math though lol so I could just be thinking about this wrong.
After a consertation with Gue'la technopriests at Tindalos Interactive, it seems a misscommunication led to a problem of misunderstanding, probably from my end. The 18 tests due to turrets are made upon every GROUP of ordnances, and each failed test randomly destroys 1 craft in the group. Which fairly rises the chances of bombers to pass through it, as an entire squadron will need 6 failed tests on the 18 tests taken to be entierly destroyed.
I greatly apologize for my mistake,and is considering the Malk'la ritual in order to attune my mistake.
EFFECT OF THE EMERGENCY CAPACITOR
How exactly does emergency capacitors skill work?
The Emergency capacitors skill speeds up the regeneration of a ship's shield. It is intended to be used once the ship's shields are down and in their recovery phase (the shield bar is purple and slowly replenishes.) or when the rechargement of the shield (if it isn't damaged during 10 seconds) is engaged.
BOMBERS AND ASSAULT BOATS COMPARISON
What is the crit chance of bombers, and since bombers also do damage is it really worth using assault craft at all? How many assault attacks does each wave of assault craft perform?
Bombers chances of critical damages depends on the quality of the bomber. The Orks ones have lower chances, while Eldars have higher chances. Imperium and Chaos have 7,5 % chance to cause a critical damage per attack that hit, Orks have 2,5% and Eldars 10%. But the Assault Boats make one assault action for each assault boat that reaches the ship (the hit is automatic, but the Assault action test is not.) which make them more usefull against armoured targets and low troop value (due to mutinies for example).
Another good side of the Assault Boat, is that there is only 2 of them plus 4 fighters in a squadron (Bomber runs have 3 Bombers and 3 Fighters, except Orks that have 6 Bomber-Fighters). This means two things: if a test against the close defence system is failed, there is less chances an assault boat is destroyed, as they have 2 chance out of 6 to be destroyed instead of 3 out of 6 for bomber runs. The downside being that in a stroke of bad luck, the loss of an assault boat is more crippling to the squadron than the loss of a bomber in a bombing run.
What is the chance of a fighter wing shooting down torpedos or other strike craft?
The odds of a fighter destroying an enemy ordnance or torpedo is the same as the close defence system turrets, which means 35% for most targets, unless specified otherwise.
They do not, unlike the close defence system, raise troop value against boarding, though.
PRIORITIZING SUBSYSTEMS AND CRITICAL CHANCES
does prioritizing subsystems work with bombers and torpedoes?
Yes, Subsystem targeting affects all weapons and assault actions as well (an information I missed). If you want to know how it works in details, here it is:
Upon damage or assault actions taken, a test is rolled to see if a critical damage will occure (Based on a percentage for weapons, and on Troop Value for assault actions). If the test is successful, another test will determine where the critical damage is set and one last test to determine if the critical damage is a destruction of the subsystem, or a "lighter" critical damage such as "Hull breach" or "Fire onboard".
Or in clear :
1) Critical damage Test
2) Target Test
3) Effect of the critical damage Test
In case of a specific targeting, if the second test's result isn't the desired subsystem, the test is rerolled, which raises the odds of hitting the desired subsystem. In case the second test doesn't hit the desired subsytem, it is the second test that is taken into account.
CAUTION : Inspite the way critical damages are determined, a hull breach or fire onboard do not have specific effects depending on the target hit.
BOARDING TORPEDOES AND WAAAAGH
Thank you, xenos blueberry, I have a different question. Waaagh! and the Boarding Torpedoes, is the bonus assault action granted after the firing of the torpedoes or can I trigger the Waaagh! skill just as the torpedoes hit, as long as it affects the ships that fires the torps?
Xeno Blueberry ? Such disrespect... Can't expect much more from a Snae'ta Gue'la.
As stated in the WAAAAGH Tooltip, it only affects boarding, not other assault actions. Despite their name, Boarding Torpedoes aren't Boarding, as it is a specific skill (the close range boarding action) and as such, aren't affected by the WAAAAGH! Gameplay-wise, it would be too game-breaking.
MISSILE PODS AND FAVOURS
A few patches ago you guys said that you added to affects to missile pods based on the god favor
Indeed, but the effects added to the missile pods was purely cosmetic. Before this patch, the 3D Mesh of the missile pods dissapeared if a favour was set on the ship. Now, they have 3D meshes. It is just that. Sorry!
FEEDBACK FOR THIS THREAD
I hope you are satisfied with my work here, and I want to know your feelings about the way I do things. For example, are you okay with long posts like this one gathering answers, or would you prefer multiple posts answering to one question at a time ? Send your feedbacks in my inbox to keep this thread clean, please.
Thank you all for your support.
Kor'o Elys'eir Sio'Are Kaith Kir'qath, end transmission.
TWIN-LINKED BATTERY AND UPGRADES
For twin linked weapons if I added the +3k lance range upgrade, does it also affect the macro component?
Twin-linked batteries have distinctive weapons. As such, every upgrade only affects the specified weapons, even inside the Twin-linked battery weaponry. So the Lance range upgrade only affects the Lances. On the other hand, you'll have a versatile ship, but I am aware that the Twin-linked battery is quit uneasy to use in terms of upgrade efficiency.
RAMMING DAMAGE CALCULATION
How is damage calculated when ramming a ship? I assume things like size difference, speed, etc. play a factor but I'm unsure as to exactly how. Thanks in advance!
1. could you please explain ram mechanics and give some hard numbers?
For detailed explanations and hard numbers, my co-worker Virus Sarcastus will jump by and explain it.
MORE CLOSE DEFENCE SYSTEM QUESTIONS
-can you intercept bombing runs for example get a ship between a carrier and its target or surround a carrier with escorts with the turret upgrade and just surround it with so much flak that they die as soon as they leave the launch bay, and if this is an option wat is the range similarly wat is the range on intercepting torpedos how close do i need to keep my formation to have overlapping fields of flak
-do assault boats suffer turrets double? they need to reach the ship but once they do do the turrets stil count as +1 troopvalue
-sidenote why does the mark of korne have no effect on assault boats? i can understand space marines being to valuable to risk like that i dont understand how the trip is so relaxing for my bezerkers
-similarly boarding torpedos do they have to deal with turrets twice?
I'll answer in order to each question :
- Intercepting a bombing run by placing ships between a carrier and its target is a valid and clever strategy, that is why the +3 turrets upgrade is quite usefull against carriers if fitted on low cost, fast escort ships.
- The range of action of the close defence system is 1.250 units. It's quite small, but considering its efficiency, it's not that bad.
- Assault boats are not boarding shuttles. The bonus given to troop value is only taken into account for Boarding action, as in the sill "Boarding Action". The tests against troop value of enemy ships to make a critical damage is called an Assault Action. There is a distinction :
Boarding Action is a skill that triggers multiple Assault Actions.
Assault Actions regroup all tests due to skills, such as Boarding Action, Lightning Strike, Boarding Torpedos, Avatar of Khaine, Shokk-Attaque Mega Kannon, Terminator Lightning Strike, Demonic Lightning Strike, and so on.
- All Chaos Space Marines that serves Khorne aren't Berserkers. They are special units reserved to this god, though. As such, they are kept for the most destructive action possible, the Boarding. And if you want more fluff-wise explanation, try to picture a blood-thristy, merciless demented superhuman on the verge of battle with all intended adrenaline due to anticipation close to other, killable things in a tiny box of metal that travels a long distance trip. My guess is, he'll have repainted the walls red way before reaching the target. But with boarding shuttles, the trip is fast, and the enemy plenty enough for Berserkers to not kill their friends. (Gameplay wise, it would be to avoid game-breaking strategy. 4 Assault Action at 12.000 units of distance with auto-aim is nasty.)
- Boarding Torpedoes works the same way than Assault Boats. They only risk destruction through the close defence system, not a bonus on the enemy troop value.
FIGHTER ESCORTS IN BOMBER/ASSAULT BOAT SQUADRONS
arnt 12 of those interceptors... how do they work wat do they do also how do interceptors launched separately work? i saw the rok had 10 launch bays my torpedos shouldn't really have had a chanse even if it was launching bombers there would have been 30 interceptors i would like to know how i succeeded
Indeed, with 4 squadrons of bombers, or 24 crafts in total, 12 of them are bombers, and 12 are Fighters (For Assault Boats it would be 8 Assault Boats and 16 Fighters). The Escort Fighters have 2 uses :
1) Avoid important losses :
As I said before, if a Squadron fails a test and loses a craftin a full ordnance squadron, there is 50% ( ~66% for an assault boat squadron) chances for the destroyed craft to be a fighter, which leaves the bombers still at full capacity.
"But why not just make waves full of bombers ? Losing a fighter and keeping 3 bombers is still worst than losing a Bomber and still have five !" Will you say. Well the reasons are that this would be game breaking (or it would be necessary to reduce bombers damages) and...
2) Intercept on course :
Escort Fighters can intercept any ordnances and torpedoes near them. They can be used to destroy/Weaken incoming torpedoes and Bomber/Assault Boat runs from afar, but it would be difficult and tricky, a move only for Expert carrier players. But more importantly, these escort fighters can reduce the number of defensive fighter squadrons your enemy has deployed way more efficiently than bombers. And once the defensive fighters sent to the void, Bombers will only have to fight the close defence system !
HOW DO WE TEST OR GAME AND THE STUDIO'S SATISFACTION REGARDING NEW PLAYERS EXPERIENCE
I honestly would like to know if, when you are testing areas of this game, do you have any playtest, before release, by players who are 'New' to the game mechanics and background? I know that play testers who are already familiar with the game info and background are needed but how about new players who do not know anything about game mechanics? In other words the folks who buy the game not knowing much more than advertised or some past TT experience? I did read that you wanted a 'punishing game' in your previous reply about points so I wondered if you are satisfied with the new player experience?
In our research to deliver the best game possible, we try as much as possible to include various profiles with different visions of the game in our playtests to have the widest variety of feedback and choose the way we want to take.
We indeed desired a game that was punitive, while staying fun and pleasurable, but we are aware that to new players, it might be difficult to get into the game. That is why we are constently working to improve the game, and the players' feelings. We indeed take great care of new players experience, and have already made some adjustments a while ago to ease these new players into the game, while retaning the punitive system. For example, in case you did not notice, with a Level 1 Admiral, the costs of repairs for a destroyed ship are greatly reduced.
LAST (BUT PROBABLY NOT REALLY) QUESTION ABOUT THE CLOSE DEFENCE SYSTEM
Last question about turrets I promise. So turret tests are made against groups of ordnance, for torpedoes I assume there are no groups so each individual torpedo faces all 18 turrets (at their reduced chance of being destroyed)?
Torpedoes are indeed considered independantly. They do face every one of the 18 turrets, and it is the exact reason torpedoes have the "Tiny Target" attribute that reduces their chance of being destroyed.
ORK BOMBERS DAMAGE
2. What is the real damage of ork bombers (my tooltip says 2, seems a tad low)
Indeed, the Tooltip is false. Ork Chassa-Bomma deals 10 damage each, and a Squadron contains 6 Fighta-Bomma (Unlike other factions that only have 3 Bombers and 3 Fighters) as Orks have multipurpose but less efficient crafts.
I hope those answers carried you closer to the greater good.
By the way, do you know why the Tau diplomats are all from the Water cast ? Because they always talk about Tau well-being.
Kor'o Elys'eir Sio'Are Kaith Kir'qath, End transmission.
could you please explain ram mechanics and give some hard numbers?
Damages are functions of Speed and Max Life.
+ Attributes (Fragile, Spur, etc)
+ Damages are Mitigated by armor
Get Speed for Ships S1 and S2 (Take into account ship translation and not rotation)
Code: Select all
Vector Speed1 = S1.Velocity
Vector Speed2 = S2.Velocity
Get Speed Difference
Code: Select all
Vector SpeedDiff = Speed1 - Speed2
Float SpeedIntensity = |SpeedDiff|
Then we get the LifeMax of ships
Code: Select all
Float MaxLife1 = S1.MaxLife
Float MaxLife2 = S2.MaxLife
Then we have what we need to calculate damages
Ship1 does damage to ship2
Code: Select all
Float Damage1 = MaxLife1 * SpeedIntensity
Ship2 does damage to ship1
Code: Select all
Float Damage2 = MaxLife2 * SpeedIntensity
Attributes are here
Code: Select all
//Spur or power ramming upgrade
Float Damage = Damage * 1.5 (all but Rammin' Gob x3)
Float Damage = Damage * 0.5
At the end we Mitigate the damages: multiply by (1 - Armor) with armor in %
Code: Select all
Float LifeRemovedForShip1 = Damage2 * (1 - Armor)
There is one more variable K, a constant. We multiply Damage by K.
K is currently 1/3.