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Tips, tactics, and general discussion for Evochron Legacy.
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Marvin
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Post by Marvin »

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Military Specifications Prior to March 2011
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[/b]Military Specifications as of March 2011[/b]
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[Edited on 3-21-2011 by Marvin]
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Post by Pyroka »

Nice! Thanks Marvin.
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Post by Dingo »

good job marvin
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Post by Knight Rider »

Thanks Marvin, this will be a big help in my ship configurations.
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Post by SeeJay »

Excellent job Marvin. Is it OK if I add them to my website?
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Post by Marvin »

:cool: Go right ahead. Be my guest.
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Post by SeeJay »

Originally posted by Marvin
:cool: Go right ahead. Be my guest.
Thx, I'll give you the cred for it of course;).
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Marvin
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Post by Marvin »

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Post by Von Paulus »

Good job Marvin.
Thanks.
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Post by GORF »

Originally posted by Knight Rider
Thanks Marvin, this will be a big help in my ship configurations.

moooooooooooo tyvm:P:cool:;):D
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Post by ShoHashi »

Marvin has always been good with these things! :D

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Post by Aures »

Marvin, very nice tables. Would you consider adding a damage rate column to the particle weapon table? The different cycle rates mean the yield doesn't tell you everything about the damage output, it would be nice to see yield/sec or some multiple of it at a glance.
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Post by Marvin »

Originally posted by Aures

The different cycle rates mean the yield doesn't tell you everything about the damage output ....
:cool: True. I suppose if I could get Oasis to sit still long enough, I could test out each cannon on her to see how long it takes to blow her up. (See if you can get her to volunteer.)
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Post by Aures »

Or you could just do the math. Here, I've done it for you:

Code: Select all

10	120	1200
25	120	3000
35	120	4200
45	120	5400
70	100	7000
50	100	5000
100	100	10000
120	100	12000
40	90	3600
140	90	12600
150	90	13500
55	90	4950
200	90	18000
220	90	19800
80	90	7200
yield*cycle rate is not difficult to calculate. The trebuchet is the only difficult one since the yield vs shields is different to hull (anyone know the exact figures?).
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Marvin
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Post by Marvin »

:cool: After you explain how that works, could you do the same for the Wing Enhancement Chart? Then I can draw one that's far mor accurate (I think).
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Post by Aures »

I just multiplied the yield by the cycle rate. Higher yield means more damage per shot, twice the yield means twice the damage. Higher cycle rate means faster firing, twice the cycle rate means twice as many shots per second. Not sure what the conversion factor should be to get damage per second but yield*cycle rate is proportional to it.

No idea what the equivalent quantity would be for wing system turning rate.
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Marvin
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Post by Marvin »

:o Ahhh ... okay. Any idea how a heat sink increases damage rate?
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Post by Aures »

Sorry no.

The lasers also use different amounts of energy, not sure how to measure that but it would be nice if the table listed the values.
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Post by Dingo »

also the hit rates can be very different depending on cycle rate, so quantifying actual damage over time is much more difficult than doing so for theoretical damage.
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Post by Marvin »

:cool: I think I'd be assuming every shot hits the target. That said, the math is easy (now that I know what those numbers mean) ... almost as easy as determining the impact of adding a cannon relay (it's supposed to double the yield). But analysis comes up short as long as you can't determine the additional impact of a heat sink.

[Edited on 11-14-2010 by Marvin]
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Post by Maarschalk »

Very Nice Marvin.......;):cool:
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Post by 49rTbird »

What about beam weapon energy use? Anyone know what does what?
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Post by DennyMala »

Originally posted by Marvin
:cool: I think I'd be assuming every shot hits the target. That said, the math is easy (now that I know what those numbers mean) ... almost as easy as determining the impact of adding a cannon relay (it's supposed to double the yield). But analysis comes up short as long as you can't determine the additional impact of a heat sink.

[Edited on 11-14-2010 by Marvin]
To my knowledge cannon relay should improve firing rate and add another two barrels to the cannon.

So that menas "double the yield" in a sort of manner since they don't fire all together. I think it's more like doubling the firing rate....but it can be in the middle.
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Post by Aures »

The cannon relay just doubles your energy capacity and recharge rate, it does not affect firing rate. The heatsink improves firing rate but I am not sure it as simple as doubling it.
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Post by Maarschalk »

I know the Heatsink defenitely improves firing rate but can not determine by how much........;):cool:
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