Each weapon has 4 different damage attributes: Kinetic Damage, Solar
Damage, Explosive Damage and Magnetic Damage. For defensive groups, the
equipped shield module or the ships armor will be able will help in
resisting certain types of damage.
Particle Stun Shield: Reduces Kinetic Damage
Heat Diffusion Shield: Reduces Solar Damage
Space-Time Magnetic Shield: Reduces Explosive Damage
Detonator Shield: Reduces Magnetic Damage
Chrome Armor: Reduces Solar Damage & Kinetic Damage to the lowest level
Nano Armor: Reduces Solar Damage & Explosive Damage to the lowest level
Regen Armor: Reduces Kinetic Damage & Magnetic Damage to the lowest level
Neutralizing Armor: Reduces Explosive Damage & Magnetic Damage to the lowest level
When
attacked, if a ship has no module/armor to protect against specific
types of damage, they will suffer the full damage amount.
Therefore,
if you know in advance what kind of weapons an enemy will be using, you
can protect your ships with the corresponding armor type.
Here's What You Need to Know...
Packing Round
To
use a weapon, one critical aspect that deserves attention is how long
it takes to load. If it shows as 0, you can use the weapon immediately.
However, if it shows 1, you cannot use it now and must wait til the next
round.
He3 Costs
When you use a
weapon, it will cost a certain amount of He3. That’s the EN during
battle. Also, you need to know how many weapons you’ve got on your
ships. For example, if you set Rocket Frame-III on your ship, and each
Rocket Frame-III costs 0.07, if you equip 5 Rocket Frame-III's on a
ship, you will consume 0.35 He3 each time you fire. If you have 100
ships of this type, each volley will cost 35 He3.
Piercing Damage
After
some special research, these types of weapons will be able to cause
damage to multiple targets. If Pierce is at 20%, then when you attack a
ship, it will also cause 20% damage to other ships in the same line of
the target. This effect is independent, and cannot be avoided by a
commander’s skill.
When creating a ship, having an appropriate
plan for that ship is essential! The space available on a ship is very
limited, so only the best and most suitable weapon(s) should be chosen.
Don’t waste materials and ship space on weapon(s) you don't need.
Different Attributes for Different Weapons
1.Ballistic Weapons
Shooting Range: 1 - 2 (up to 4 with tech)
Packing Round: 0
Attack power in a round: Low
He3 Consumption: Low
Attribute: Kinetic/ Solar
Piercing Damage: All enemies in the same row as the target will suffer some damage.
Cannot be blocked
Feature: Attacks target directly
Introduction
The
weapon of choice for close combat. Though its shooting range is 1 – 2
and its attack power is low, it's true value is the ultra fast packing
time of 0. This allows the ship to continue firing almost continuously,
even when enemies are reloading their weapons!
Advantages: When
attacking a target, all the enemies in the same row as the target will
suffer damage equal to 50% of the attack power. With a range of 1-2
slots, the attack power in the 2nd slot will be 220% of the attack
power, making for a very powerful attack.
Another advantage of having a 0 packing round is defeating enemies quickly, which helps a lot in the instances.
After
improving the range of these weapons to 4 with help from the Research
Center, these weapons will be able to smash through shields.
Disadvantages:
If these weapons are not upgraded they are good for nothing more than
close range battles, and they offer little power even for that. Also, if
you don't much speed, you won't be able to hit anything with it.
Research into these weapons also takes time and resources, making it
difficult to improve these weapons to the level needed to make them very
effective.
These weapons not only require research to boost them,
but the speed to make them effective. This means a ship armed with
Ballistic Weapons must also have good engines. These engines require
more space on the ship, meaning less space for other things, like
shields or more weapons.
What’s more, this weapon only has kinetic and solar power, so it cannot destroy metal shield ships!
Conclusion:
These weapons are great if you have enough time to research them up to
higher levels. But if you don't, there are better options.
2.Directional Weapons
Shooting Range: 2 - 5 (up to 6 with tech)
Packing Round: 1
Attack power in a round: Low - Mid
He3 Consumption: Low
Attribute: Magnetic/Solar
Piercing Damage: All enemies in the same row as the target will suffer some damage.
Cannot be blocked
Feature: Assistant attack
Introduction
The most popular assistant mid-range weapon. Because of the 2 – 5 shooting range, it has a very flexible range of attack.
Advantages: The shooting range of 2 – 5 allows for a wide range of uses in either close combat or longer range combat.
It
also has the best shooting rate and great attack power. Enhanced with
the right commander spell and the ship will also deliver a great Dodge
rate.
After some development, it will decrease target’s hit rate,
attack power, speed and more. It also destroys ships with ballistic
weapons.
Piercing damage - After being improved, piercing damage on other targets will rise to 25 – 30% of attack power.
What’s more, it has the lowest He3 consumption of all weapons, making it the best choice for challenging instances.
Disadvantages:
Like Ballistic Weapons, these start with low attack power. To enhance
their attack power, you must equip several of them, making it hard to
defeat target's with great defense.
Conclusion: These weapons are
easy to control and use in the beginning. However, even with research,
they will do little damage to a high defense ship. Keep in mind that the
ace in the hole for this weapon type is the low He3 consumption, and if
you're patient (and last long enough) you'll win when they run out of
power.
3.Missile Weapons
Shooting Range: 5 - 8 (up to 11 with tech)
Packing Round: 3
Attack power in a round: Mid - High
He3 Consumption: Mid - High
Attribute: Explosive Damage
Piercing Damage: Attacks all the enemies
Can be blocked
Feature: Dispersion Damage
Introduction
Long
distance weapon. The dispersion damage will affect all enemies. When
attacking a target, the other ships on the 8 fleet tiles will also
suffer damage equal to 25% of the attack power.
Advantages: Powerful
dispersion damage will distribute deadly amounts of damage to a lot of
ships. Further research into these weapons only improves the amount of
damage.
Disadvantages: High He3 cost. You always run the risk of running out of power before you run out of targets.
The packing round is a little long and can leave you exposed to enemy fire.
Most importantly, these types of weapons can be blocked.
Conclusion: This is a powerful weapon with a high attack power, but it also has some fatal disadvantages.
4.Ship-based Weapons
Shooting Range: 6 - 10 (up to 15 with tech)
Packing Round: 4
Attack power in a round: High
He3 Consumption: Mid - High
Attribute: Kinetic, Heat, Explosive and Magnetic
Piercing Damage: None
Can be blocked
Feature: Long distance attack
Introduction
This
weapon has the longest range and highest base attack. Further research
will expand the range of its attacks and increase damage at range.
Advantages:
The perfect single attack weapon. Even the 220% attack power adding
ballistic weapon cannot match it. It also has the longest shooting range
and can critical hit from up to 10 slots away.
The long range
advantage also makes it virtually immune to attacks from other ships,
because they have to last long enough to get close and hit it. Side and
Rear defenses are also generally unnecessary.
With 4 different attributes, it can destroy the defenses of all ship types.
After doing some research, these ships will also feature a 20% blocking rate! This makes it ideal for both attack and defense.
Disadvantages: High He3 cost.
Its
shooting range is from 6 – 10 slots, which means from the 1 – 5 slots
it won’t be able to attack anything. This makes it vulnerable to attacks
by short range weapons.
It’s a single attack weapon, it cannot initiate any AOE skills.
Conclusion:
Ship-based weapons are great unless that all you've got. However, used
together with other weapons to provide the ship with balance, they can
be a great tool.
All weapons have their advantages and
disadvantages, so if you're planning to last long out there, you've got
to figure out what to do with what you've got. This means making the
best use of limited ship space and planning out what kinds of ships
you'll need based on what kinds of enemies you'll be facing.
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