Forged Alliance Forever Forged Alliance Forever Forums 2015-02-06T20:27:45+02:00 /feed.php?f=2&t=9279 2015-01-24T18:10:11+02:00 2015-01-24T18:10:11+02:00 /viewtopic.php?t=9279&p=92079#p92079 <![CDATA[Re: Random Statistical Unit Data]]>
Rogueleader89 wrote:
...It will take cerberus defense defense exactly 10 shots over the course of 2.7 seconds to kill a single striker or 15 shots to kill a pillar over 4.2 seconds...


Actually its more like 50 shots over 15 seconds for the pillar.

Statistics: Posted by Deering — 24 Jan 2015, 18:10


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2015-02-06T20:27:45+02:00 2015-01-24T08:34:54+02:00 /viewtopic.php?t=9279&p=92049#p92049 <![CDATA[Re: Random Statistical Unit Data]]>
Anyway, moving off of naval units....

Units stats I'll be using below:
UEF T1 striker medium tank
56 mass, 266 energy
300hp
24 dps
Range = 18
Max Speed = 3.4

UEF T2 Pillar heavy tank
198 mass, 990 energy
1500hp
Fires 2 projectiles every 1.3 seconds dealing 70 total damage
Range = 23
Max Speed = 3



T2 Point Defense Effectiveness: My aim here is to figure out the number of t1/t2 tanks you need to overwhelm t2 point defense (yes ideally you'll mix in something like t1 arty to up damage, but consider this good safety margins when looking at whether or not you can break a base/pd creep/firebase).
All T2 PD costs 528 mass, 3648 energy

Cybran Cerberus T2 PD
2000hp
50 range, 0 area damage
Fires 3 projectiles every 0.3 seconds, each projectile dealing 10 damage

Starting with cybran because they are by far the easiest to calculate... It will take cerberus defense defense exactly 10 shots over the course of 2.7 seconds to kill a single striker or 50 shots to kill a pillar over 15 seconds, by contrast a single striker will take ~83.3 seconds to kill the pd, and a pillar will take 29 shots to kill the pd over a ~36.4 second period. This means that, with reasonable safety and not accounting for range, it will take around 3 pillars or 12 strikers to kill a cerberus turret. It is likely that a cerberus turret could kill two additional strikers on approach so make that 14 strikers for a greater margin of safety, the pillars however will be fine, with one tanking ranged damage no problem and 3 still managing the job with 2 of them likely to survive. Of course at these numbers this is nowhere near the most cost effective way to deal with t2 pd (except perhaps for the pillars..), but as numbers grow so will cost effectiveness.

Seraphim T2 PD
2100hp
50 range, 0 area damage
Fires one beam every 4 seconds, 495 total damage in the beam.
Beam is essentially a weapon that fires every 0.1 seconds for 0.8 seconds, so an individual shot of the beam deals 61.875 damage.

Seraphim point defense is interesting because it lacks AoE but theoretically doesn't waste much damage. Of course in practice, since the beam is really 9 individual weapon firings dealing 61.875 damage each there is likely to be some overkill, and, I'm not sure, but I suspect the sweeping of the beam to a new target will lose some amount of damage depending on the distance to said target. This said, I will not be taking anything lost in the changing of target into account because this amount is too difficult to calculate a general figure for given the many varied ways you could arrange your units.

It will take 5 of the beam's 9 shots to kill a striker while the other 4 will very nearly kill a second one. On the second round of fire, it will take 1 shot to finish off the almost dead one, 5 shots to kill another next to it, and 3 shots to severely damage a 3rd, then 2 shots to kill the damaged one, 5 shots to kill another, and 2 shots damaging a third.. etc. etc., in essence, the beam will kill 2 strikers a shot with the exception of every four shots, the first shot being one of these only killing 1 striker shots. It will take a single striker ~88 seconds to kill a Uttaushala (okay never using that name again :P), so it will take about 11-12 strikers to kill a t2 seraphim td, add 3 more strikers for the approach to account for damage taken at a range (3 because the first shot will kill 1 and the second will kill 2 likely just as they start getting in range) and you get an ~15 striker army necessary for the task.

Pillars of course being much more durable will tank 3 shots before dying to the 4th from a single one of the individual components of the beam. The shot after that will kill the damaged pillar in 3 shots while the shot following that one will take 4 to kill the pillar after that, and so on. It will take a single pillar 30 shots over the course of 39 seconds to kill the t2 pd, or a minimum of 2 pillars to kill the pd. Add 1-2 more for good some safety margin and to help tank some of the damage before they get in range and pillars turn out to be about as mass efficient at the task as strikers, but given their ability to not die in a single hit, larger numbers on the offensive means they are much more likely to kill the pd with few units lost (or none at all).


Note: Aeon and UEF T2 PD of course both have area damage on them so they will be far more effective against bunched up units. For the purposes of the numbers below I ran tests in sandbox to see how many strikers and pillars each hit in a given shot when the tanks were approaching via a single move order from a starting formation. These numbers are listed under "Test Data" though I will also include data for a more ideal circumstance where every shot hits 3 units because practically speaking you'll have units bunching up when attacking since the area is rarely completely clear and pathfinding likes to bunch things.

Aeon Oblivion T2 PD
2000hp
50 range, 2 area damage
Fires 1 projectile every 4 seconds, 600 total damage.
Test Data: Against strikers a single projectile hit 1 striker, against pillars 2 of the pillars were hit.

First strikers, it will take a striker 84 seconds to kill an oblivion turret, and 4 seconds for the oblivion turret to disintegrate a striker. Assuming the test case in which 1 striker is wiped out every time the oblivion fires, it will take about 6-7 strikers minimum to kill the oblivion turret, of course in a real game scenario you are much more likely to have clumped up units which would cause this number to rise fairly dramatically to probably somewhere around 14-18 strikers depending on how badly clumped your tanks are (worse case scenario an oblivion can technically kill ~7 strikers at once, but unless you have issues with microing around wall sections your units will probably never get close enough to one another for this, the occasional 2-3 tank kill shot is much more likely.

In the case of pillars it will take 3 shots over the course of 12 seconds to kill a pillar (or two pillars following the test data), and it will take a single pillar ~37.7 seconds to kill an oblivion turret. Thus assuming 2 pillars are hit every time the oblivion turret fires it will take a minimum of 3 pillars to kill the point defense. In practice you probably want something around to 4-5 pillars minimum to account for range. Pillars are a bit larger than strikers though and thus don't clump up well so shots that hit more than 2 are much less likely and of course if you properly spread out your pillars you'll have more tanks left over in the end.

UEF Triad T2 PD
2250hp
50 range, 2 area damage
Fires 3 projectiles every 1.7 seconds dealing 210 combined damage (70 damage each).
Test Data: Against strikers a single round generally hit 2 strikers, Against pillars a single round generally hit only one pillar, striker damage generally varied, sometimes taking the maximum damage on both tanks, sometimes taking maximum damage on 1 tank and 70 or 140 damage on the other depending on how multiple projectiles hit.

Given the time of night here and the need for a few more tests to figure out how common the split damage is on the triad I shall edit this one in later.

Statistics: Posted by Rogueleader89 — 24 Jan 2015, 08:34


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2015-01-24T02:56:55+02:00 2015-01-24T02:56:55+02:00 /viewtopic.php?t=9279&p=92036#p92036 <![CDATA[Re: Random Statistical Unit Data]]>
Following that the summit would take 40 seconds and the omen 47. Again, making lots of assumptions.

In a larger battle it also plays an effect with the initial volley being able to destroy ships so that they never get to apply their damage (this is why frontloadedness can be op)

Statistics: Posted by Deering — 24 Jan 2015, 02:56


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2015-01-23T11:35:33+02:00 2015-01-23T11:35:33+02:00 /viewtopic.php?t=9279&p=91957#p91957 <![CDATA[Re: Random Statistical Unit Data]]>
Deering wrote:
Summit volley is 9k not 3k. so actually 3 volleys to kill a battlecruiser -> 40 seconds + shell travel time (still assuming all hit)

Ithilis_Quo wrote:
you are wrong here.

Summit take 9000dps every 20s instead of 3000dmg
use this table is better http://content.faforever.com/faf/unitsDB/

And btw BS hard won. I was wondering why ppl think that BC is OP so i try worst cybran BS against BC (only 1000mass less) i go on close range (adwantage for BC) and still BS alive with cca 30%hp

Apologies, I am using that table, but I originally did the battleship calculation with the cumulative dps of all of its guns instead of the damage per volley, I must have missed 2 of the guns on recalculating it, correcting the earlier post.

Statistics: Posted by Rogueleader89 — 23 Jan 2015, 11:35


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2015-01-23T04:08:09+02:00 2015-01-23T04:08:09+02:00 /viewtopic.php?t=9279&p=91937#p91937 <![CDATA[Re: Random Statistical Unit Data]]>
Rogueleader89 wrote:
Battlecruiser stats in first post..
UEF Battleship = 9000 mass, 51000hp, 3000 damage every 20 seconds assuming all shots hit (450 dps)
A Summit should kill a neptune in ~8.3 shots, so 9 shots really with a tiny bit of leeway on missing projectiles, so it will take a summit with no micro on either side ~180 seconds to kill a battlecruiser.


you are wrong here.

Summit take 9000dps every 20s instead of 3000dmg
use this table is better http://content.faforever.com/faf/unitsDB/

And btw BS hard won. I was wondering why ppl think that BC is OP so i try worst cybran BS against BC (only 1000mass less) i go on close range (adwantage for BC) and still BS alive with cca 30%hp

Statistics: Posted by Ithilis_Quo — 23 Jan 2015, 04:08


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2015-01-23T03:22:07+02:00 2015-01-23T03:22:07+02:00 /viewtopic.php?t=9279&p=91935#p91935 <![CDATA[Re: Random Statistical Unit Data]]> Statistics: Posted by Deering — 23 Jan 2015, 03:22


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2015-01-22T15:30:40+02:00 2015-01-22T15:30:40+02:00 /viewtopic.php?t=9279&p=91896#p91896 <![CDATA[Re: Random Statistical Unit Data]]>
IceDreamer wrote:
These stats don't mean much I'm afraid, given that frigates cannot aim properly at either structure (Bug caused by lack of any valid target bone for the weapon, large % of shots miss entirely due to no aim bone and firingrandomness). This is one of the major issues addressed by the hitbox fixes coming soonish, so this fight will swing significantly to the Frigates favour. The balance team will probably increase defence power to keep the status quo.

This is a very good point, so I've gone and run a couple tests ingame. At maximum range this is definitely true, UEF frigates (this may differ with other frigates depending on how the hitbox problem works exactly...) seem to miss about 50% of the time when shooting at t1 torp defense (its more random than this but over a couple tests it averaged out around this figure or slightly better than), so halve frigate dps as compensation for this and the torp defense comes out pretty nicely ahead in mass equivalency, with the t1 torpedo defense being able to kill ~2.4 frigates in the time it takes a single frigate to kill the torpedo defense. However, if the frigate moves closer it eventually stops missing (at point blank range it never misses, doesn't have to be completely point blank to achieve this either though), in which case the original numbers play out as you'd expect.

I did not test t2 torpedo defense in this way, though I suspect it likely works the same. Also fun side note that took me a second to realize in testing, not having line of sight on frigates means the radar jamming on them essentially makes the torp d never hit, so definitely don't place it randomly in the water somewhere :P

Statistics: Posted by Rogueleader89 — 22 Jan 2015, 15:30


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2015-01-22T14:59:07+02:00 2015-01-22T14:59:07+02:00 /viewtopic.php?t=9279&p=91895#p91895 <![CDATA[Re: Random Statistical Unit Data]]>
Rogueleader89 wrote:
Frigates V Torpedo Defense
If you seek to protect your naval facilities with torpedo defense, a UEF t1 torpedo launcher has 1700hp (more than the other factions by varying amounts <= 100) and does 75dps (same as all torpedo defenses). It costs 350 mass and is thus roughly equivalent to 1.25 frigates. Assuming both engage at close range it will take a t1 torpedo defense ~28.2 seconds to kill a uef frigate. It will take ~34 seconds for a single frigate to kill a t1 torpedo defense; given the cost difference, this is very close to mass equivalent but likely does favor the t1 torp defense in the end.

UEF T2 torpedo defense on the other hand has 6400hp and 150dps at the cost of 1080 mass, making it equivalent to ~3.8 frigates; 1 t2 torpedo defense will take ~14.3 seconds to kill a frigate, 4 frigates (mass equivalency rounding up) will take ~32 seconds to kill the torpedo defense, 2 frigates will take ~64 seconds to kill t2 torp defense. Given its superior range to frigates and the amount by which the time necessary to kill the torpedo defense increases as each frigate falls and despite its stationary nature, it probably wins outright cost vs cost given its range, making it objectively better in every way than t1 torpedo defense albeit at higher cost (since t1 torp defense doesn't equal or outrange t2/t3 navy anyway frigates are the primary factor here).


These stats don't mean much I'm afraid, given that frigates cannot aim properly at either structure (Bug caused by lack of any valid target bone for the weapon, large % of shots miss entirely due to no aim bone and firingrandomness). This is one of the major issues addressed by the hitbox fixes coming soonish, so this fight will swing significantly to the Frigates favour. The balance team will probably increase defence power to keep the status quo.

The rest of it's really nicely presented :)

Statistics: Posted by IceDreamer — 22 Jan 2015, 14:59


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2015-01-22T13:33:03+02:00 2015-01-22T13:33:03+02:00 /viewtopic.php?t=9279&p=91892#p91892 <![CDATA[Re: Random Statistical Unit Data]]> Statistics: Posted by Ceneraii — 22 Jan 2015, 13:33


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2015-01-22T11:49:07+02:00 2015-01-22T11:49:07+02:00 /viewtopic.php?t=9279&p=91885#p91885 <![CDATA[Re: Random Statistical Unit Data]]> Statistics: Posted by Reaper Zwei — 22 Jan 2015, 11:49


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2015-01-24T03:10:02+02:00 2015-01-22T11:31:42+02:00 /viewtopic.php?t=9279&p=91884#p91884 <![CDATA[Re: Random Statistical Unit Data]]>
ZLO_RD wrote:
also in practice it is hard to make many frigates to shoot single target, also if you just run away with destro continuosly torpedo damage has enought range to kite frigates and to damage them significantly

i often go little bit closer to enemy with my destros to utulise torpedo damage...

also in real game situations there could be multiple destroyers, and when frigates will fight them they will damage both at the same time so if in some case you choose to retreat or you just had not enought units, enemy may not even loose much but just end up with many damaged destroyers...

Ah I did not take the difficulty of making multiple frigates hit the same target into account but that makes a lot of sense and probably has a huge impact on fighting t3 units, thanks for pointing that out; though I am curious if you would suggest making t2 over t1 to combat them in a real game? With proper support a destroyer group should do much better against a battlecruiser than the numbers play out but wow are those numbers are a lot lower than I expected their performance to be. I know vs battleships you make things like hover and sometimes frigates, was less sure on battlecruisers. I did include torpedo damage in the cybran destroyer dps (and yeah destroyers should always beat frigates if you have sufficient numbers and kite them), most of this stuff on navy for me personally was to figure out when to/not to engage torp d, what sort of numbers I'd be looking at for an even engagement against someone who was rushing t2/t3 navy at a faster rate than myself, and in general how to deal with battlecruisers outside of spamming battlecruisers/battleships back at them. Speaking of which... (yay tangents..)


Battleship v Battlecruiser
Edited to correct error in damage output (dps was right but damage per volley was off, makes a big difference), and take into account the lack of reloading on the initial shot, apparently I just can't get this one right :P

Battlecruiser stats in first post..
UEF Battleship = 9000 mass, 51000hp, 9000 damage every 20 seconds assuming all shots hit (450 dps)
A Summit should kill a neptune in ~2.7 shots, so 3 shots really with a tiny bit of leeway on missing projectiles, so, given that there will be no reload before firing the first shot, it will take a summit with no micro on either side ~40 seconds to kill a battlecruiser. A battlecruiser on the other hand has 584.18 dps (no huge delay on firing) and will kill a summit in ~87 seconds; the battlecruiser costing less but having significantly less range (80 compared to 150, or 80 to 100 if you are thinking about aeon battleships here). Battleships can't kite for very long since the Neptune's speed is 4.25 compared to 2.5 for the summit (or 3.6 for the omen), but this shouldn't matter much since a battleship will handily kill a battlecruiser before it becomes a huge issue; assuming the first shot hits while the battlecruiser is approaching (as it should in most cases), the battleship is a very cost effective counter to the battlecruiser (Aeon battleships likely won't get quite the approach duration of the other battleships, but they do 3000 damage every 5 seconds so they should manage to kill a battlecruiser every ~47 seconds assuming there isn't a reload prior to their first shot, still more than enough to be an effective counter)

Statistics: Posted by Rogueleader89 — 22 Jan 2015, 11:31


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2015-01-22T10:44:29+02:00 2015-01-22T10:44:29+02:00 /viewtopic.php?t=9279&p=91883#p91883 <![CDATA[Re: Random Statistical Unit Data]]>
i often go little bit closer to enemy with my destros to utulise torpedo damage...

also in real game situations there could be multiple destroyers, and when frigates will fight them they will damage both at the same time so if in some case you choose to retreat or you just had not enought units, enemy may not even loose much but just end up with many damaged destroyers...

Statistics: Posted by ZLO_RD — 22 Jan 2015, 10:44


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2015-01-23T11:47:00+02:00 2015-01-22T10:07:32+02:00 /viewtopic.php?t=9279&p=91882#p91882 <![CDATA[Random Statistical Unit Data]]>
If people are interested in this sort of thing I'll post more stuff in this thread later but for now I've only just started to approach a few pieces of naval play. O and also I'm primarily a uef player so I will be using a lot of uef units and structures here for comparisons (though I am starting to branch out more and I use to play aeon so you might see a few other things + if someone brings up something that interests me without figuring it out themselves I am easily distracted and may tangent off into figuring it out as well :P), though I'll try to note when things are the same across the board or how different they are.

Disclaimer of course being that all the numbers I present here are being pulled from the unit list for what is now patch 3640 so any future balancing or incorrect listings will throw this completely off. Similarly I am not taking veterancy into account very much, I will likely note it when it most definitively would come into play in an "ideal" cost v cost scenario, but in larger battles unless you are perfectly microing a unit to get veterancy better (does anybody do this in the middle of a large battle?) its unlikely any given unit is going to significantly increase in veterancy (I'd suspect 1 rank at most if they survive long enough, which will have a significant impact given how veterancy currently works but its not easily calculated for any given battle)

Lastly, to end this overly long introduction, I do not want to discuss balance here, we have several other threads for that, please use those, I am doing this solely to help refine my own tactics.


Random Data we'll be using in this post(not a full list..)
UEF Frigate = 280 Mass, 2800 Energy
2120hp, 50dps (direct fire naval), 28 range

Cybran Salem Destroyer = 2250 Mass, 15000 Energy
6050hp, 230 dps, 80 range
(Chosen as our default destroyer at random, note that aeon destroyers are a bit tankier with better dps, seraphim are a bit trickier to calculate due to when/whether or not you submerge them, I may look into them more later but for now the cybran destroyer suffices)

UEF Neptune Battlecruiser = 7000 Mass, 60000 Energy
25000hp
282.09 dps per laser (2 lasers)
20 dps torpedo

Destroyer V Frigate
1 cybran destroyer costs ~8 UEF frigates (ignoring energy cost).
8 uef frigates will do 400dps, killing the destroyer in ~15 seconds if none of them are destroyed.
The destroyer does 230 dps, it will kill 1 frigate every ~9.2 seconds
7 uef frigates will kill the destroyer in ~17.2 seconds, so the destroyer will only ever kill 1 frigate if equal mass costs are at close range and neither is microed (realistically at least 2 frigates will die due to destroyer range).

Even if the destroyer was microed, assuming the frigates could get close they would likely win handily cost for cost. As destroyer numbers increase however they will eventually reach a point at which, with micro, they overpower frigates (similarly if you micro long enough you will also beat frigates). Lesson: Micro your destroyers and don't get them pinned in corners/against the shore or this fight goes surprisingly worse than I expected.

Battlecruiser V Frigate
A UEF Battlecruiser is mass cost equivalent to exactly 25 UEF frigates.
At 584.18 dps a battlecruiser will kill a frigate in ~3.6 seconds
25 frigates will kill a battlecruiser in 20 seconds assuming none of them die. In that time, the battlecruiser would actually have killed ~5.5 frigates
20 frigates will kill the battlecruiser in ~25 seconds.

Given this, a battlecruiser engaging with frigates at close range will die in a cost for cost battle assuming that neither is microed having only killed somewhere around 5-7 frigates.

In practice of course, range of a destroyer/battlecruiser army along with numbers will tend to even this out more, the larger the numbers/better the micro the less likely the frigates will win cost for cost (especially given that none of the battlecruisers in question will ever miss a shot and you are likely to have shield boats by the time you reach battlecruisers), but having enough frigates in the early t3 phase could do a lot to help against those first few battlecruisers.

EDIT: ZLO also kindly reminded me that frigates don't bunch well to hit a single target, which should have a pretty large effect on this matchup with only a fraction of the total number of frigates to fire at a given point in time, thus this matchup is probably much closer to cost equavalent given that not all of the frigate's firepower can be brought to bear at once.

Submarines V Frigates
T1 attack subs for all factions do 37.5dps (ignoring their surface cannons which you will hopefully never try to use against frigates :P); they cost 360 mass each. It will take 1 t1 sub ~56.5 seconds to kill 1 frigate (bearing in mind as numbers of each increase there will be more frigates than there are submarines in a given engagement due to costing 80 mass less; assuming of course that the subs aren't killing frigates/factories prior to engagements since frigates can't hit them)

T2 cybran subs deal 112.5 dps at the cost of 1100 mass each. So 1 sub costs the same as ~3.9 uef frigates, will kill a single frigate in ~18.8 seconds, and a mass equivalent number of frigates (rounding up to 4) in ~75.3 seconds

In the end the subs will obviously win because the frigates can't hit them but they will take so long to kill the frigates cost for cost that, assuming they are only engaged close to/upon reaching the enemy's naval facilities, they should be able to destroy a fair amount of the enemy's naval production, lesson here is, if you are going to make subs keep an eye on your opponent and be aggressive, in sufficient numbers subs will likely be able to hold against frigates without too many losses of other ships/structures, but prior to that point, if you are going to rely solely on subs to defend you, you need to attack early enough for them to deal damage before the frigates are actually in range of anything.

Frigates V Torpedo Defense
If you seek to protect your naval facilities with torpedo defense, a UEF t1 torpedo launcher has 1700hp (more than the other factions by varying amounts <= 100) and does 75dps (same as all torpedo defenses). It costs 350 mass and is thus roughly equivalent to 1.25 frigates. Assuming both engage at close range it will take a t1 torpedo defense ~28.2 seconds to kill a uef frigate. It will take ~34 seconds for a single frigate to kill a t1 torpedo defense; given the cost difference, this is very close to mass equivalent but likely does favor the t1 torp defense in the end.

EDIT: Icedreamer made a good point that frigates don't always hit torp defense given current inaccuracies in their hitbox, so I've gone and run a couple tests ingame. At maximum range this is definitely true, UEF frigates (this may differ with other frigates depending on how the hitbox problem works exactly...) seem to miss about 50% of the time when shooting at t1 torp defense (its more random than this but over a couple tests it averaged out around this figure or slightly better than), so halve frigate dps as compensation for this and the torp defense comes out pretty nicely ahead in mass equivalency, with the t1 torpedo defense being able to kill ~2.4 frigates in the time it takes a single frigate to kill the torpedo defense. However, if the frigate moves closer it eventually stops missing (at point blank range it never misses, doesn't have to be completely point blank to achieve this either though), in which case the original numbers play out as you'd expect. I did not test t2 torp defense for this but I assume it is similar and as the calculation below shows, even with frigates hitting constantly, t2 torp defense is objectively better than t1 torp defense in every way

UEF T2 torpedo defense on the other hand has 6400hp and 150dps at the cost of 1080 mass, making it equivalent to ~3.8 frigates; 1 t2 torpedo defense will take ~14.3 seconds to kill a frigate, 4 frigates (mass equivalency rounding up) will take ~32 seconds to kill the torpedo defense, 2 frigates will take ~64 seconds to kill t2 torp defense. Given its superior range to frigates and the amount by which the time necessary to kill the torpedo defense increases as each frigate falls and despite its stationary nature, it probably wins outright cost vs cost given its range, making it objectively better in every way than t1 torpedo defense albeit at higher cost (since t1 torp defense doesn't equal or outrange t2/t3 navy anyway frigates are the primary factor here).


Moving on from frigates...

Destroyer vs Battlecruiser
Facing down a UEF battlecruiser with a mass equivalent number of cybran destroyers means you'll have ~3 destroyers. At a combined 330 dps (ignoring the effect of torpedo defense on the 100dps per destroyer added by torpedoes), it will take a group of 3 destroyers ~75.75 seconds to kill a battlecruiser. A battlecruiser, at 584.18dps will kill 1 destroyer every ~10.3 seconds, handily winning significantly cost vs cost against cybran (and presumably other faction's) destroyers; making frigates a far more likely to be cost effective counter to battlecruisers (even if you lose a fair number of them at range you simply lose destroyers too fast to do a significant amount of damage; although it should be noted that battlecruiser veterancy levels are at 25/50/75/100/125 so a couple of battlecruisers dealing with mass equivalent amounts of frigates will likely vet up at least once from wherever they are at)

Statistics: Posted by Rogueleader89 — 22 Jan 2015, 10:07


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