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Endless Space
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ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.

Do some high level defenses negate lower weapons completely?

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12 years ago
Jul 9, 2012, 11:24:50 AM
As in, do certain levels of shields/armor/flak fully negate a lower level beam/kinetic/missile from doing any damage?



Example, I have built throw away laser gunboats using the cheapest beam weapons available. 50 industry destroyers whose only feature are cheap guns and an energy booster. Yet it would appeal to me that certain higher level techs would fully negate any amount of level 1 beams on a ship. Does this happen ever?
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12 years ago
Jul 9, 2012, 1:15:21 PM
nope they can't. low tech missiles can overcome high-tech anti-missiles just by huge numbers.
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12 years ago
Jul 9, 2012, 1:42:09 PM
So both are kind of right. Armor is negating the damage (1 armor point 1 dmg point of the same class). If you bring enough armor, you can migate the damage. If you bring a hero improving armor, you can miagte more damage smiley: smile
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12 years ago
Jul 9, 2012, 2:03:27 PM
amazingPhil wrote:
So both are kind of right. Armor is negating the damage (1 armor point 1 dmg point of the same class). If you bring enough armor, you can migate the damage. If you bring a hero improving armor, you can miagte more damage smiley: smile




Heroes and ship experience are a bit too strong in this game.
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12 years ago
Jul 9, 2012, 2:51:32 PM
Mer wrote:
nope they can't. low tech missiles can overcome high-tech anti-missiles just by huge numbers.


This only applies to missile because they have a horribly flawed design.
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12 years ago
Jul 9, 2012, 4:42:50 PM
Velaux wrote:
This only applies to missile because they have a horribly flawed design.




Which is that flak can only attempt to engage a single missile, whereas kinetics armor only cares about how many bullets were accurate enough to impact and shields will reduce damage from ALL impacting beams (until exhausted, as if it was a pool of hit points that refresh every salvo*).



*Three times per phase.
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