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Lazy Newb Pack/ General help for Newbs
- Cyrusblack2
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10 years 10 months ago - 8 years 2 months ago #1114
by Cyrusblack2
Lazy Newb Pack/ General help for Newbs was created by Cyrusblack2
*reserved for later will fill in as i can*
Newb guide! -> docs.google.com/document/d/1rcC3JZvuny5y...dJED-QLqA/edit?pli=1
====Common Questions About Combat====
Click to open ->
Weapon Accuracies
*information is not 100% accurate, but close*
Weapons that are a tenth of the size of there target (1:10 damage hull ratio) are nearly guaranteed to hit (we believe 90% accuracy) Example: a 9 DPS gun has 90% accuracy on a 90 hull fighter
Weapons that are ten times the size of there target (10:1 damage Hull ratio) are nearly guaranteed to Miss (we believe 10% accuracy) Example: a 900 DPS gun has 10% accuracy against a 90 hull fighter
Subnotes:
a ship that isnt moving is more likely to get hit then one that is moving. so a fighter at rest has a much higher chance of getting hit then when its flying by at high speed.
Personal note: From my experience, i can hit a 90 hull fighter with a 2K dps gun with 50/50 accuracy when stationary, never let fighters fight foes stationary! allways go at high speed runs!
*include here the over 30 seconds rule, and the alterations that occur to accuracy by adding AOE* *WILL UPDATE WITH INFO WHEN I CAN*
Jamming Techs
Jamming does a roll on effectiveness based on your jam strength, if higher then the enemies resist, your device will jam, this calculation is redone every second, and decides whether it applies again.
*NOTE, MY INFORMATION HERE ISNT 100% ACCURATE, WILL UPDATE WHEN I CAN CONTACT A DEV*
Jamming Effects
Electronic Blocking Apparatus: Cuts radar vis range in half or accuracy in half (Unknown)
Electronic Chaos Structures: creates False Detection Blips
Electronic Control Apparatus: Jam enemy gun from firing (unknown if that doubles ROF times)
Jamming Countermeasure effects
Electronic Subversion: Electronic Blocking apparatus Neutralization (radar jamming)
Descrambling Algorithms: Electronic Chaos Structures Neutralization (detection Jamming)
Electronic System Regulator Pattern: Electronic Control Apparatus Neutralization (gun Jamming)
Jamming System Amplification: Electronic Control Apparatus Neutralization (counter jam everything)
Anti-Electronic Subversion: jamming immunity to everything?
Radars on one ship CANNOT be used to fire weapons on another ship (scout/artillery method)
Radars on ships Corvette and lower have a stat softcap of 80 (meaning that up to 80 points an be put into them before they start getting cost intensive)
Special thanks to Anxcon for contributing this info
<- click to open
====Ease of tasks/Generally Helpful notes=====
Click to open ->
generally helpful information on making BP easyer (shortcuts, ingame unit build worksheet, exc)
*I WILL UPDATE THIS WITH PHOTOS AND SUCH WHEN I GET THE CHANCE*
Environment Shortcuts
Builder Worksheet
Transport Management window
Base Production manager
BP designation Lingo (Useful in designating things in designers, communicating with other players)
FF: Facility
SS: Space Station
LF: Light fighter (40-90) Hull
MF: Medium Fighter () Hull
HF: Heavy Fighter
ES: Escort
CV: Corvette
FR: Frigate
DE: Destroyer
CR: Cruiser
BC: BattleCruiser
BS: BattleShip
UT: utility ship (engineers and cargo transports)
N: designation attached to a ship to show its a naval equivalent NBS is a naval Battleship
A: Anti designation ALF is anti light fighter, label ships accordingly
H: Hull, used for organizing your design directories and avoiding confusion.
Spaceport: ground based facility for ship production
Spacedocks are orbital Stations designed for storage and building of Ships
Space Colony: term used for a CC in space station form (not very effective anymore)
Starbase: military purposed space station. they are often built at Wormholes and Homeworlds
Basic: generally the term means a upgraded Recourceless paper building
Paper: Term used for facilities that have no armor or weapons
HQ: Command Center Required for a colony to function correctly -30 morale without it
CC: Cash Colony a colony designed usal around Research jobs thats only purpose is to Generate money
MC: Micro Component A part that is designed using perfect alloys to get a stat gain of +10% to positive stats and -10% to negative stats
AOE: area of effect weapon.
PL: Pulse weapon
CB: cutting Beam
TB: thermal Beam
PR: Projectile weapon
MS: Missile
SH: shield
RD: Radar
EN: engine
I personally label my units and ships using Greek Letters for versions, due to many ships being variations of otehr designs, and having limited number of characters per name string.
here's a reference sheet
Α α = Alpha
Β β = Beta
Γ γ = Gamma
Δ δ = Delta
Ε ε = Epsilon
Ζ ζ = Zeta
Η η = Eta
Θ θ = Theta
Ι ι = Iota
Κ κ = Kappa
Λ λ = Lambda
Μ μ = Mu
Ν ν = Nu
Ξ ξ = Xi
Ο ο = Omicron
Π π = Pi
Ρ ρ = rho
Σ σ/ς = Sigma
Τ τ = Tau
Υ υ = Upsilon
Φ φ = Phi
Χ χ =Chi
Ψ ψ = Psi
Ω ω = Omega
you can add any of the shift number symbols to a design, and they will show up first in a listing ([email protected]#$%^&*)
All measurements in game are by visual range, this includes AOE and movement speeds.
besides mining facilities, you can also have routes of cargo units collecting ore straight from the ground instead of passively via mining facilities.
<- click to open
====1:30 Ratio Armor/Armor Help====
click to open ->
follow these steps to make 1:30 ratio armor (meaning plug in Hull value as base value 1, and the HPs basevalue x30 the hulls)
1. Set hull and hp at 1 and 30 (or 2 and 60 or 10 and 300 or what have you)
2. minerals need to be half of the hull size, rounded down, so for 500 hull armor u need 250 each mineral, BUT for 3 hull you only need 1 mineral per, or for 25 hull you need 12 minerals per.
3. Set production and Research time to minimum
4. leave production time unlocked, everything else should be locked
5. set research time to zero. now press the up button on the time selection, go slowly, do this till the designer goes green and says the design is possible, the total research time should be between 1.5-7 minutes. if you go over, you probably did something wrong and should start over, go slower on the time raising.
- Special Thanks to Raven08 and Light For contributing this info
The Absolute maximum Resists an armor can have is 260 points. Normally it is 200 on a design (meaning 100% resists in two damage types) but using the 2x armor bonus technology, (the one that lets you get 2x the resistance in one damage type in return for 0 in another) you can push it up another 60 points.
Personal note: most players generally make there ships 100% immune to a weapon type (Pulse armor for instance is Impact and energy 100% resists) because this maximizes its protection efficiency.
Every armor is only 99.5% effective, even if it says 100%. what this means is that even immune ships will take a negligible backlash from immune weapon types.
Facilities receive a bonus 10x to armor. meaning, that if your using a 1/30 ratio armor (you better be!), for every 1 hull you devote to armor, you get 1x 30 x 10 = 300 points of armor hps per hull devoted to armor.
defensive facilities get even better, Space and planet defense one models get a bonus of 100x armor per hull plate. it is suggested however, that you dont go overboard, Critical hits will destroy your core hull before your armor plates go.
<- click to open
*WILL CREATE LINKS FOR THESE AS I CREATE THEM*
Ship Spreadsheet for Advanced ship cost calculating, and ratio counts.
Alpha TEST VERSION
docs.google.com/spreadsheets/d/1DTi2eIqg.../edit#gid=1042807321
Simple spreadsheet for simple bases:
docs.google.com/spreadsheet/ccc?key=0AoZ...TZFR0elE&usp=sharing
copy paste to excell, or any other spreadsheet program and use for yourself! includes a full mineral list on one of the Tabs.
Deluxe Spreadsheet for Maximzing your bases
Newb guide! -> docs.google.com/document/d/1rcC3JZvuny5y...dJED-QLqA/edit?pli=1
====Common Questions About Combat====
Click to open ->
Warning: Spoiler!
Weapon Accuracies
*information is not 100% accurate, but close*
Weapons that are a tenth of the size of there target (1:10 damage hull ratio) are nearly guaranteed to hit (we believe 90% accuracy) Example: a 9 DPS gun has 90% accuracy on a 90 hull fighter
Weapons that are ten times the size of there target (10:1 damage Hull ratio) are nearly guaranteed to Miss (we believe 10% accuracy) Example: a 900 DPS gun has 10% accuracy against a 90 hull fighter
Subnotes:
a ship that isnt moving is more likely to get hit then one that is moving. so a fighter at rest has a much higher chance of getting hit then when its flying by at high speed.
Personal note: From my experience, i can hit a 90 hull fighter with a 2K dps gun with 50/50 accuracy when stationary, never let fighters fight foes stationary! allways go at high speed runs!
*include here the over 30 seconds rule, and the alterations that occur to accuracy by adding AOE* *WILL UPDATE WITH INFO WHEN I CAN*
Jamming Techs
Jamming does a roll on effectiveness based on your jam strength, if higher then the enemies resist, your device will jam, this calculation is redone every second, and decides whether it applies again.
*NOTE, MY INFORMATION HERE ISNT 100% ACCURATE, WILL UPDATE WHEN I CAN CONTACT A DEV*
Jamming Effects
Electronic Blocking Apparatus: Cuts radar vis range in half or accuracy in half (Unknown)
Electronic Chaos Structures: creates False Detection Blips
Electronic Control Apparatus: Jam enemy gun from firing (unknown if that doubles ROF times)
Jamming Countermeasure effects
Electronic Subversion: Electronic Blocking apparatus Neutralization (radar jamming)
Descrambling Algorithms: Electronic Chaos Structures Neutralization (detection Jamming)
Electronic System Regulator Pattern: Electronic Control Apparatus Neutralization (gun Jamming)
Jamming System Amplification: Electronic Control Apparatus Neutralization (counter jam everything)
Anti-Electronic Subversion: jamming immunity to everything?
Radars on one ship CANNOT be used to fire weapons on another ship (scout/artillery method)
Radars on ships Corvette and lower have a stat softcap of 80 (meaning that up to 80 points an be put into them before they start getting cost intensive)
Special thanks to Anxcon for contributing this info
====Ease of tasks/Generally Helpful notes=====
Click to open ->
Warning: Spoiler!
generally helpful information on making BP easyer (shortcuts, ingame unit build worksheet, exc)
*I WILL UPDATE THIS WITH PHOTOS AND SUCH WHEN I GET THE CHANCE*
Environment Shortcuts
Builder Worksheet
Transport Management window
Base Production manager
BP designation Lingo (Useful in designating things in designers, communicating with other players)
FF: Facility
SS: Space Station
LF: Light fighter (40-90) Hull
MF: Medium Fighter () Hull
HF: Heavy Fighter
ES: Escort
CV: Corvette
FR: Frigate
DE: Destroyer
CR: Cruiser
BC: BattleCruiser
BS: BattleShip
UT: utility ship (engineers and cargo transports)
N: designation attached to a ship to show its a naval equivalent NBS is a naval Battleship
A: Anti designation ALF is anti light fighter, label ships accordingly
H: Hull, used for organizing your design directories and avoiding confusion.
Spaceport: ground based facility for ship production
Spacedocks are orbital Stations designed for storage and building of Ships
Space Colony: term used for a CC in space station form (not very effective anymore)
Starbase: military purposed space station. they are often built at Wormholes and Homeworlds
Basic: generally the term means a upgraded Recourceless paper building
Paper: Term used for facilities that have no armor or weapons
HQ: Command Center Required for a colony to function correctly -30 morale without it
CC: Cash Colony a colony designed usal around Research jobs thats only purpose is to Generate money
MC: Micro Component A part that is designed using perfect alloys to get a stat gain of +10% to positive stats and -10% to negative stats
AOE: area of effect weapon.
PL: Pulse weapon
CB: cutting Beam
TB: thermal Beam
PR: Projectile weapon
MS: Missile
SH: shield
RD: Radar
EN: engine
I personally label my units and ships using Greek Letters for versions, due to many ships being variations of otehr designs, and having limited number of characters per name string.
here's a reference sheet
Α α = Alpha
Β β = Beta
Γ γ = Gamma
Δ δ = Delta
Ε ε = Epsilon
Ζ ζ = Zeta
Η η = Eta
Θ θ = Theta
Ι ι = Iota
Κ κ = Kappa
Λ λ = Lambda
Μ μ = Mu
Ν ν = Nu
Ξ ξ = Xi
Ο ο = Omicron
Π π = Pi
Ρ ρ = rho
Σ σ/ς = Sigma
Τ τ = Tau
Υ υ = Upsilon
Φ φ = Phi
Χ χ =Chi
Ψ ψ = Psi
Ω ω = Omega
you can add any of the shift number symbols to a design, and they will show up first in a listing ([email protected]#$%^&*)
All measurements in game are by visual range, this includes AOE and movement speeds.
besides mining facilities, you can also have routes of cargo units collecting ore straight from the ground instead of passively via mining facilities.
====1:30 Ratio Armor/Armor Help====
click to open ->
Warning: Spoiler!
follow these steps to make 1:30 ratio armor (meaning plug in Hull value as base value 1, and the HPs basevalue x30 the hulls)
1. Set hull and hp at 1 and 30 (or 2 and 60 or 10 and 300 or what have you)
2. minerals need to be half of the hull size, rounded down, so for 500 hull armor u need 250 each mineral, BUT for 3 hull you only need 1 mineral per, or for 25 hull you need 12 minerals per.
3. Set production and Research time to minimum
4. leave production time unlocked, everything else should be locked
5. set research time to zero. now press the up button on the time selection, go slowly, do this till the designer goes green and says the design is possible, the total research time should be between 1.5-7 minutes. if you go over, you probably did something wrong and should start over, go slower on the time raising.
- Special Thanks to Raven08 and Light For contributing this info
The Absolute maximum Resists an armor can have is 260 points. Normally it is 200 on a design (meaning 100% resists in two damage types) but using the 2x armor bonus technology, (the one that lets you get 2x the resistance in one damage type in return for 0 in another) you can push it up another 60 points.
Personal note: most players generally make there ships 100% immune to a weapon type (Pulse armor for instance is Impact and energy 100% resists) because this maximizes its protection efficiency.
Every armor is only 99.5% effective, even if it says 100%. what this means is that even immune ships will take a negligible backlash from immune weapon types.
Facilities receive a bonus 10x to armor. meaning, that if your using a 1/30 ratio armor (you better be!), for every 1 hull you devote to armor, you get 1x 30 x 10 = 300 points of armor hps per hull devoted to armor.
defensive facilities get even better, Space and planet defense one models get a bonus of 100x armor per hull plate. it is suggested however, that you dont go overboard, Critical hits will destroy your core hull before your armor plates go.
*WILL CREATE LINKS FOR THESE AS I CREATE THEM*
Ship Spreadsheet for Advanced ship cost calculating, and ratio counts.
Alpha TEST VERSION
docs.google.com/spreadsheets/d/1DTi2eIqg.../edit#gid=1042807321
Simple spreadsheet for simple bases:
docs.google.com/spreadsheet/ccc?key=0AoZ...TZFR0elE&usp=sharing
copy paste to excell, or any other spreadsheet program and use for yourself! includes a full mineral list on one of the Tabs.
Deluxe Spreadsheet for Maximzing your bases
Last edit: 8 years 2 months ago by Cyrusblack2.
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10 years 10 months ago #1129
by Cyrusblack2
Replied by Cyrusblack2 on topic Re: Lazy Newb Pack/ General help for Newbs
updated with combat data and 1:30 technique
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10 years 8 months ago #1228
by Cyrusblack2
Replied by Cyrusblack2 on topic Re: Lazy Newb Pack/ General help for Newbs
docs.google.com/document/d/1rcC3JZvuny5y...e-xEkcdJED-QLqA/edit
useful data. its the newb getting started guide, will integrate into prior post
useful data. its the newb getting started guide, will integrate into prior post
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- Trifler
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10 years 7 months ago #1254
by Trifler
Replied by Trifler on topic Re: Lazy Newb Pack/ General help for Newbs
Please add a link to either this page somewhere or to each guide individually in different places in the guide. For example, the Starting Units guide and the Redesigning the Starting Facilities guide would go well under your Redesigning the Starting Units section. The Bay Door Management could go somewhere else.
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9 years 10 months ago #1829
by Ghosage
Replied by Ghosage on topic Re: Lazy Newb Pack/ General help for Newbs
*v*poke*v* this is useful.
ty cyrus
ty cyrus
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9 years 10 months ago #1830
by cyrusblack
Replied by cyrusblack on topic Re: Lazy Newb Pack/ General help for Newbs
ah yes, my labor of love. ive moved on now... but if you like Ghosage, i can Give the reigns of control of that thing to someone else, such as yourself for reworking and panning.
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