Revisiting the Defenses are not working complaint.

I am currently in a game that I have had several major battles with the Drengin. One of his fleets had 65 Missile attack and only 50 Missile defense. That was it on that fleet. I attacked with another fleet that had 105 Missile defense and 88 beam attack. Actually those 4 ships had 32 beams, and 12-36-14 for defense. They were medium with 50hps each. 

 

His ships were smaller and he had I think 5 or 6 of them but their only values were +missile and + missile defense.  Now when I attacked he not only destroyed my fleet but HE SURVIVED to keep going. 

 

So in summation my fleet of 4 medium ships attacked his fleet of 6 small ships and lost. Each of my ships had plenty of defense against HIS primary attack. So why did he beat that fleet?

 

It really feels as if defenses are not working. Has anyone tested this again?

8,886 views 9 replies
Reply #1 Top

Hmmm...maybe combat will be more complex than we think?

Reply #2 Top

I seem to recall that on one of the live streams it was mentioned that a goal in GC3 was to make larger fleets of smaller ships more competitive than they were in the previous game, where a small fleet of super ships was almost always the best choice. I'm not sure how much that intersects with the situation you described, but it could play a role.

Reply #3 Top

In battles it seems to me that well armed tiny and small ships must be evading the larger ships and using their combined weapons to take out larger ships. 

My fleets now consist of:

1 huge

1 large

1 medium

3 small

5 tiny

 

It seems to be a very effective battle group.

Reply #4 Top

Edlander, what I need to know is if defenses are actively working. Do we have straight defense against straight offense or are there other factors in play. 

 

Medium ship with 2 beam attack and 30 missile defense against a medium ship with 25 missile attack and 30 missile defense. On paper the beam weapon ship should ALWAYS prevail.  This was how it worked in GC II. 

 

Does anyone have any data on defenses for Beta II at this point? 

 

 

Reply #5 Top

You might be right a great deal of things are not working...yet. Keep in mind there is a bit of random too. I'd do some more testing but it sounds like defenses might not be working, or alternatively the enemy you thought had 30 missile def actually had 30 beam def and it just didn't show up correctly. The def thing was very effective in gc2, maybe too effective it might work slightly different, I havent heard anything one way or another. I dont see ship leveling either. 

Reply #6 Top

I just realized and asked this today for the stream. It is possible the Secondary factors are at work...That is Range, Accuracy and Rate of Fire... all of which will cripple the standard Attack/Defense formula. 

 

I would like to know where or when we can find base stats on each weapon. 

 

Which weapon has the longest range?

 

Which weapon has the hardest punch? (Missiles)

 

Which weapon has the best and worst accuracy?

 

Which has the best rate of fire? (Mass drivers)

 

Are there defenses that nulify, or mitigate the cool stuff that you get as augments? 'Super reinforced shields that need Elerium?)

Reply #7 Top

Larsenex,

From the XML files (GalCiv3GlobalDefs.xml), actually program implementation might differ:

Quoting Larsenex, reply 6

I just realized and asked this today for the stream. It is possible the Secondary factors are at work...That is Range, Accuracy and Rate of Fire... all of which will cripple the standard Attack/Defense formula. 

I would like to know where or when we can find base stats on each weapon. 
End of Larsenex's quote

Only on global scale, not on weapons and defenses specific.

Defense against other damage is 50% and minimum damage is 1. Let say (non-verified, but deduced example): 

  • you have a ship with Beam defense 10, Missile defense 5, Kinetic defense 8, Hit Points 20;
  • and the enemy vessel shoots at your vessel with Kinetic 16;
  • Damage absorbed by Kinetic defense 8, leaves attack 8;
  • Damage absorbed by Beam defense 5 (10 * 50%), leaves attack 3;
  • Damage absorbed by Missile defense 2.5 (5 * 50%), leaves attack 0.5;
  • Minimum damage done 1 (0.5 < 1), leaves attack 1;
  • Hit points diminished by 1, leaving you with 19 hit points.
So in this example during one combat round you take only 1 damage even while his attack is twice your weapon-specific-defense.

Global weapon cooldown is 5 for all weapon classes. Again no cooldown modification on any specific weapon.

Global weapon accuracy is 1.00 for all weapon classes. No weapon specific deviations found.

Global weapon range is 300 for all weapon classes. Do i need to tell you that no deviations for this one can be found either?

I have found Traits (RaceTraitDefs.xml) and Ideologicals (IdeologicalGalacticEventDefs.xml) that influence accuracy. I have no idea how accuracy influences damage.

Above found values (and absence of values) give me reason to believe that their implementation is not (fully operational) in the game as of yet.

But i would like to see these stats displayed in the ship details.

 

Reply #8 Top

Quoting Larsenex, reply 4

Edlander, what I need to know is if defenses are actively working. Do we have straight defense against straight offense or are there other factors in play. 

 

Medium ship with 2 beam attack and 30 missile defense against a medium ship with 25 missile attack and 30 missile defense. On paper the beam weapon ship should ALWAYS prevail.  This was how it worked in GC II. 

 

Does anyone have any data on defenses for Beta II at this point? 
End of Larsenex's quote

 

I don't know about beta, but that set up would always result in a win for the missile ship in GC2, unless you meant 25 beam attack. Even then, statistically the missile ship had a small chance of winning due to rng.

Reply #9 Top

He's right because the missile defence is squared against a beam attack the attack is still not against a squared defence. A six beam attack would probably win though.