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Aug 2014 end game load out discussions

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Re: Aug 2014 end game load out discussions
Post by Michael Everett   » Mon Aug 25, 2014 1:01 pm

Michael Everett
Admiral

Posts: 2612
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

Having managed to gain all 3 levels of the enhancers, I ran some numbers. At maximum upgrade, the power boosts are:-

Enhancer L3 => 35k (Load time = x0.8)
Enhancer L6 => 75k (Load time = x0.72)
Enhancer L10 => 140k (Load time = Don't know yet, still on L8 @ x0.7)
Total => 250k

This means that by using all 3, you get 250k power, allowing the use of a Quantum Thruster at level 9, giving a missile speed boost of x1.21 at a cost of 40k power, leaving 3k to spare and 3 spaces left over for damage boosters etc while still letting you fire your missiles flippin' fast.

If you didn't manage to get all three before the missions ended, you have my sympathy. The top-ranked enhancer alone is worth the effort.

Here's looking forwards to the next super-cool goodies in the special missions!
:D
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Aug 2014 end game load out discussions
Post by thinkstoomuch   » Mon Aug 25, 2014 1:22 pm

thinkstoomuch
Admiral

Posts: 2727
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Michael Everett wrote:...snip...
Enhancer L10 => 140k (Load time = Don't know yet, still on L8 @ x0.7)
...snip...


Ends up at 0.65 load time still waiting but it shows what I am waiting for.

I take it a Quantum Thruster is an earlier prize.

Though still not sure what advantage is to be gained over time with faster missiles. Works great for first shot but other than that seems like a marginal improvement. I would rather do more damage or fire faster. Back to that philosophy thing.

Until they start having the bad guys improve the defenses--more hit points and faster firing--anyway.

Meant to post this before and forgot. Thanks for picking up my slack.

Enjoy,
T2M
-----------------------
Q: “How can something be worth more than it costs? Isn’t everything ‘worth’ what it costs?”
A: “No. That’s just the price. ...
Christopher Anvil from Top Line in "War Games"
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Re: Aug 2014 end game load out discussions
Post by crewdude48   » Mon Aug 25, 2014 1:41 pm

crewdude48
Commodore

Posts: 889
Joined: Tue Jan 03, 2012 2:08 am

thinkstoomuch wrote:
Michael Everett wrote:...snip...
Enhancer L10 => 140k (Load time = Don't know yet, still on L8 @ x0.7)
...snip...


Ends up at 0.65 load time still waiting but it shows what I am waiting for.

I take it a Quantum Thruster is an earlier prize.

Though still not sure what advantage is to be gained over time with faster missiles. Works great for first shot but other than that seems like a marginal improvement. I would rather do more damage or fire faster. Back to that philosophy thing.

Until they start having the bad guys improve the defenses--more hit points and faster firing--anyway.

Meant to post this before and forgot. Thanks for picking up my slack.

Enjoy,
T2M


I love having my missile accelerators. It allows me to get my first salvo in under the wedge of my rolling enemy. I can then hit with my second salvo as the enemy is coming back up, and I never need to use my defenses at all. Against stations, my first salvo impacts the station before their first salvo fires, and I have to defend against a significantly weakened salvo.
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I'm the Dude...you know, that or His Dudeness, or Duder, or El Duderino if you're not into the whole brevity thing.
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Re: Aug 2014 end game load out discussions
Post by thinkstoomuch   » Tue Aug 26, 2014 7:05 am

thinkstoomuch
Admiral

Posts: 2727
Joined: Mon Aug 24, 2009 1:05 pm
Location: United States of America

crewdude48 wrote:I love having my missile accelerators. It allows me to get my first salvo in under the wedge of my rolling enemy. I can then hit with my second salvo as the enemy is coming back up, and I never need to use my defenses at all. Against stations, my first salvo impacts the station before their first salvo fires, and I have to defend against a significantly weakened salvo.


Topic drift but I am too lazy to start a new one with your post.

So what actual components are you using in your weapon System? How have they worked against the last two bosses.

Thanks in advance,
T2M
-----------------------
Q: “How can something be worth more than it costs? Isn’t everything ‘worth’ what it costs?”
A: “No. That’s just the price. ...
Christopher Anvil from Top Line in "War Games"
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Re: Aug 2014 end game load out discussions
Post by Michael Everett   » Tue Aug 26, 2014 7:48 am

Michael Everett
Admiral

Posts: 2612
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

thinkstoomuch wrote:So what actual components are you using in your weapon System? How have they worked against the last two bosses.

Thanks in advance,
T2M

Weapons-wise, I have a L10 payload projector with a second in the process of levelling up (currently L8), the Ballistic Enhancers (I, IV & V) with the first two fully upgraded and the latter upgrading, a L8 Fusion Synthesizer V level booster and a Quantum Booster III (L8 with speed at x1.19, planning to stop at L9 with speed at x1.21).

I intend to replace the system booster with a L10 BuWeaps Suppressor once I've boosted the Ballistic Enhancer V to max, thus meaning I no longer need the booster. This will help by delivering more damage to enemy weapons systems with each launch, thus reducing the amount of incoming missiles I'll have to deal with.

I would use the Variance Injector V instead of one of the payload projectors, but it doesn't seem to upgrade well. Hopefully Evergreen will tell us when/if they've found and removed that annoying glitch.

As to how it works in battle, each non-specialist launch has a basic damage rate of 700+ damage while by sequencing my fire, I can launch each wave of missiles as the previous launch reaches the edge of my laser cluster envelope, letting me have 6 high-speed missile waves in space at once.
Great for catching enemies as they roll back from hiding behind their Wedge.
:twisted:
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Aug 2014 end game load out discussions
Post by bitslizer   » Wed Aug 27, 2014 4:57 pm

bitslizer
Lieutenant (Junior Grade)

Posts: 30
Joined: Tue Feb 02, 2010 1:38 am

Michael Everett wrote:
thinkstoomuch wrote:So what actual components are you using in your weapon System? How have they worked against the last two bosses.

Thanks in advance,
T2M

Weapons-wise, I have a L10 payload projector with a second in the process of levelling up (currently L8), the Ballistic Enhancers (I, IV & V) with the first two fully upgraded and the latter upgrading, a L8 Fusion Synthesizer V level booster and a Quantum Booster III (L8 with speed at x1.19, planning to stop at L9 with speed at x1.21).

I intend to replace the system booster with a L10 BuWeaps Suppressor once I've boosted the Ballistic Enhancer V to max, thus meaning I no longer need the booster. This will help by delivering more damage to enemy weapons systems with each launch, thus reducing the amount of incoming missiles I'll have to deal with.

I would use the Variance Injector V instead of one of the payload projectors, but it doesn't seem to upgrade well. Hopefully Evergreen will tell us when/if they've found and removed that annoying glitch.

As to how it works in battle, each non-specialist launch has a basic damage rate of 700+ damage while by sequencing my fire, I can launch each wave of missiles as the previous launch reaches the edge of my laser cluster envelope, letting me have 6 high-speed missile waves in space at once.
Great for catching enemies as they roll back from hiding behind their Wedge.
:twisted:


Hmmm my load out is similar but something seem off with the DPS... i'm probably understanding you incorrectly.

I've

Ballistic Enhancer V lvl 9
Ballistic Enhancer IV lvl 6
Ballistic Enhancer lvl 3
Legendary Auto-loader lvl 6
Legendary Auto-loader lvl 10
Variance Injector lvl 8
Legendary Payload projector lvl 8

Each single tube launch of HP will do 700~800+ damage
If Launching by single tube (sequence fire), I can have 13~14 flights of missile in transit at the same time (hard to tell if the 14 was launched before the first arrived as the game is laggy)
If launching in 3 tubes salvo, I can have 4x 3 tubes salvo in transit at the same time.

1) Why do you need a fusion synth? a max rare + very rare ballistic enhancer + a lvl 8 legendary ballistic enhancer is already enough system power to let weapons reach level 10.

2) First I'm not bad mouthing your config, but rather trying to understand your reasoning/benefit...
what do the flight speed booster contribute? it doesn't seem to be contributing from a DPS perspective.

You have 6x700 in transit = 4200 dmg in transit
I have 13x700 in transit = 9100 dmg in transit

Fully upgraded, even with the negative effect of the variance injector, I expected to be able to have 5x 3tubes salvos in transit with each tube capable of roughly 1000 damage = about 15000 damage
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Re: Aug 2014 end game load out discussions
Post by Michael Everett   » Thu Aug 28, 2014 3:10 am

Michael Everett
Admiral

Posts: 2612
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

bitslizer wrote:1) Why do you need a fusion synth? a max rare + very rare ballistic enhancer + a lvl 8 legendary ballistic enhancer is already enough system power to let weapons reach level 10.

2) First I'm not bad mouthing your config, but rather trying to understand your reasoning/benefit...
what do the flight speed booster contribute? it doesn't seem to be contributing from a DPS perspective.

1) The fusion synth is temporary while I upgrade the Ballistic Enhancers to max. Once done, I'll be replacing it with an item aimed at damaging enemy weapons, thus reducing the overall strain on my defenses during the longer battles.

2) Get the missiles moving fast enough and the first launch can slip through before the enemy craft finishes rolling. The speed of the missiles also means that each defensive layer has less time to engage a specific wave, thus increasing the chances of getting a decent hit or two on the first couple of launches.
It also allows me to take down lower-level enemies a lot faster, while if my adversary and I launch at the same time, my attack will hit first. Very useful for performing a coup de grace.
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Aug 2014 end game load out discussions
Post by bitslizer   » Thu Aug 28, 2014 12:22 pm

bitslizer
Lieutenant (Junior Grade)

Posts: 30
Joined: Tue Feb 02, 2010 1:38 am

Michael Everett wrote:
bitslizer wrote:1) Why do you need a fusion synth? a max rare + very rare ballistic enhancer + a lvl 8 legendary ballistic enhancer is already enough system power to let weapons reach level 10.

2) First I'm not bad mouthing your config, but rather trying to understand your reasoning/benefit...
what do the flight speed booster contribute? it doesn't seem to be contributing from a DPS perspective.

1) The fusion synth is temporary while I upgrade the Ballistic Enhancers to max. Once done, I'll be replacing it with an item aimed at damaging enemy weapons, thus reducing the overall strain on my defenses during the longer battles.

2) Get the missiles moving fast enough and the first launch can slip through before the enemy craft finishes rolling. The speed of the missiles also means that each defensive layer has less time to engage a specific wave, thus increasing the chances of getting a decent hit or two on the first couple of launches.
It also allows me to take down lower-level enemies a lot faster, while if my adversary and I launch at the same time, my attack will hit first. Very useful for performing a coup de grace.


hmm I'll experiment with the speed booster once i finish with the current upgrades. Currently I have no trouble...

Any chance you can share one of your Everplay replay? say the current event hard level?

https://www.youtube.com/watch?v=vaoWF0l0FNY

This actually contains 2x 3 waves fight.... game bugged out for some reason after the first fight.

1st 3x waves fight is near perfect, noted that both 1st and 2nd wave were dead with 5 salvos (1 to roll, 4 to kill)

2nd 3x waves fight, due to laggy screen the 2nd wave allowed the enemy 1 extra roll and prolonged the fight a bit.
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