Crew levels and nanite burst
Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on March 9th, 2011, 10:34 pm
i was thinking about nanite burst, it removes 9% of crew, which is handy, cos once you get them down to yellow they fire at half speed, and even if u dont get them down to yellow, they have to go repair to get more crew.
i had several questions:
1) the yellow values, the guide says these vary per ship, is there any way to figure out a rough guess of how many % must be removed to get to yellow, that way i can calculate how many times nanite burst must be used (9% compounded and removed however many times) to get down to yellow. how does each ship decide what its yellow value is? is there some line in odf that i am missing?
2) if u use multiple nanite burst at once from multiple assims, what happens?
eg if u have 2 assims and use nanite burst on a ship with 100 people. 9% of this is obviously 9 redshirts, so does it remove 9x2=18 people, ie 9% of pre burst crew twice. or does it remove 9%, then compound and do another 9%. so it goes down to 91, then takes away 9% of 91.
i had several questions:
1) the yellow values, the guide says these vary per ship, is there any way to figure out a rough guess of how many % must be removed to get to yellow, that way i can calculate how many times nanite burst must be used (9% compounded and removed however many times) to get down to yellow. how does each ship decide what its yellow value is? is there some line in odf that i am missing?
2) if u use multiple nanite burst at once from multiple assims, what happens?
eg if u have 2 assims and use nanite burst on a ship with 100 people. 9% of this is obviously 9 redshirts, so does it remove 9x2=18 people, ie 9% of pre burst crew twice. or does it remove 9%, then compound and do another 9%. so it goes down to 91, then takes away 9% of 91.
posted on March 10th, 2011, 12:52 am
Last edited by Dominus_Noctis on March 10th, 2011, 1:24 am, edited 1 time in total.
I added the crew penalty info to the guide now, here Vessel Management - The Hitchhiker's Guide to Fleet Operations
As for Nanite burst, it's calculated as 9% of the 100, and then 9% of the leftover (so compound)
EDIT: the lines for the penalties can be found in the [faction].odf files
As for Nanite burst, it's calculated as 9% of the 100, and then 9% of the leftover (so compound)
EDIT: the lines for the penalties can be found in the [faction].odf files
posted on March 10th, 2011, 10:03 am
brilliant, thanks dom, i originally thought it varied by ship, but if all ships for a race have the same yellow value then the numbers can be done very easily.
so for non borg races, if i remember how the % button on my calculator works, its 4 uses to get down to under 70%, thats ok. i was thinking about combat assims in general, and for assim avatar its usually better to go beam torp nanite, than beam torp regen. how much of an assims energy does burst drain?
this also means that if u get out 4 of these assims u can instantly knock out half of the enemy dps on some ships. is there a cap on how many ships it will affect?
so for non borg races, if i remember how the % button on my calculator works, its 4 uses to get down to under 70%, thats ok. i was thinking about combat assims in general, and for assim avatar its usually better to go beam torp nanite, than beam torp regen. how much of an assims energy does burst drain?
this also means that if u get out 4 of these assims u can instantly knock out half of the enemy dps on some ships. is there a cap on how many ships it will affect?
posted on March 10th, 2011, 1:25 pm
No problem
591 energy I believe and there is no cap
591 energy I believe and there is no cap
posted on March 10th, 2011, 2:23 pm
what's the starting energy of an assim? (no fo on fone :p )
No cap? That is even better reduce the dps from an entire fleet by half with 4 bursts. Should make those assims last longer.
btn (beam torp nanite, got tired of typing lol) assims are obviously great. Would a btt or ttn assim be good if the enemy is spamming torp ships? I was thinking of anr (auto assim nanite regen) for defensive purposes, as it would have good regen, good defence, and the ability to use nanite burst more. Would that be viable for def? Long shot, but would it be good for off, as it could use nanite burst more, perhaps getting them to below 30% red value.
guide database uses the phrase 'nanite factory special' which i think would be clearer as 'nanite burst special'
No cap? That is even better reduce the dps from an entire fleet by half with 4 bursts. Should make those assims last longer.
btn (beam torp nanite, got tired of typing lol) assims are obviously great. Would a btt or ttn assim be good if the enemy is spamming torp ships? I was thinking of anr (auto assim nanite regen) for defensive purposes, as it would have good regen, good defence, and the ability to use nanite burst more. Would that be viable for def? Long shot, but would it be good for off, as it could use nanite burst more, perhaps getting them to below 30% red value.
guide database uses the phrase 'nanite factory special' which i think would be clearer as 'nanite burst special'
posted on March 10th, 2011, 3:57 pm
I don't have FO in front of me either, but by using the system value calcs I placed in a System Value of 32 and got roughly ~640 special energy (assuming my envelope calcs are accurate ) while the second module configuration (auto, nanite, regen) will be ~1307
It depends on the size of the torpedo ships - if against Sang, you'll obviously want some sort of beam weaponry (though good luck getting in range to use nanite-burst anyway ) . Against mediums, you'll obviously take a great deal less damage and deal an average amount too with double torpedo (and directly to hull for partial).
Really the main problems I think you'll come up against are bunching those Assimilators, and getting them in range . Certainly that auto assim idea is a nice one, but it might be a case of 'awesome but impractical' as you're essentially going to have to deal with the above two problems to make it worthwhile, especially as you are reducing your offense and auto-assim capabilities to do so .
Is that what the ability is called in game now? I often just take stuff directly from the ODF's for tooltip purposes, so sometimes the names change over time
It depends on the size of the torpedo ships - if against Sang, you'll obviously want some sort of beam weaponry (though good luck getting in range to use nanite-burst anyway ) . Against mediums, you'll obviously take a great deal less damage and deal an average amount too with double torpedo (and directly to hull for partial).
Really the main problems I think you'll come up against are bunching those Assimilators, and getting them in range . Certainly that auto assim idea is a nice one, but it might be a case of 'awesome but impractical' as you're essentially going to have to deal with the above two problems to make it worthwhile, especially as you are reducing your offense and auto-assim capabilities to do so .
Is that what the ability is called in game now? I often just take stuff directly from the ODF's for tooltip purposes, so sometimes the names change over time
posted on March 10th, 2011, 6:45 pm
640 was right on the money
1307 was a bit off of the in game value of 1361, but still very close.
i also looked at aan (standard auto assim loadout), for max sys value, ie loads and loads of energy, at a whopping 1864. thats 3 nanite bursts on its own. probably best to use only 1 of those and leave the others as btn
talking of that direct unavoidable hull damage. i cant get that to work on any graviton torp from any unit. always they deal only shield damage. not even 1% goes through.
about the name: its called nanite factory i think i got the name nanite burst from the unit analyses, pyramid and boarding special section. you have edited the database to say burst now, have u edited the analyses? if not then its from the analyses i got the phrase (i think burst is a better name). everything in game i can find says nanite factory, not nanite burst.
1307 was a bit off of the in game value of 1361, but still very close.
i also looked at aan (standard auto assim loadout), for max sys value, ie loads and loads of energy, at a whopping 1864. thats 3 nanite bursts on its own. probably best to use only 1 of those and leave the others as btn
talking of that direct unavoidable hull damage. i cant get that to work on any graviton torp from any unit. always they deal only shield damage. not even 1% goes through.
about the name: its called nanite factory i think i got the name nanite burst from the unit analyses, pyramid and boarding special section. you have edited the database to say burst now, have u edited the analyses? if not then its from the analyses i got the phrase (i think burst is a better name). everything in game i can find says nanite factory, not nanite burst.
posted on March 10th, 2011, 10:38 pm
Myles wrote:640 was right on the money
1307 was a bit off of the in game value of 1361, but still very close.
i also looked at aan (standard auto assim loadout), for max sys value, ie loads and loads of energy, at a whopping 1864. thats 3 nanite bursts on its own. probably best to use only 1 of those and leave the others as btn
talking of that direct unavoidable hull damage. i cant get that to work on any graviton torp from any unit. always they deal only shield damage. not even 1% goes through.
about the name: its called nanite factory i think i got the name nanite burst from the unit analyses, pyramid and boarding special section. you have edited the database to say burst now, have u edited the analyses? if not then its from the analyses i got the phrase (i think burst is a better name). everything in game i can find says nanite factory, not nanite burst.
u get more system value and energy with a AAR over 1900 AAN has more DEF not SYS
posted on March 10th, 2011, 10:42 pm
alanalpha wrote:
u get more system value and energy with a AAR over 1900 AAN has more DEF not SYS
ahem, i was talking about nanite factory already being assigned. the whole point of getting more energy was to get more usage of nanite special
also as a technical point, nanite factory module gives def and system boost, just a focus on def
posted on March 10th, 2011, 10:43 pm
If you do AAR, you don't have Nanite Factory in the first place :whistling:
I corrected all references now
EDIT: ninja'd
I corrected all references now
EDIT: ninja'd
posted on March 13th, 2011, 2:31 am
well for thos that want the most crew asimming ability without the factory i put it there just incase
posted on March 13th, 2011, 10:43 am
Last edited by Anonymous on March 13th, 2011, 10:48 am, edited 1 time in total.
alanalpha wrote:well for thos that want the most crew asimming ability without the factory i put it there just incase
i accept you meant well
blue beam drains a lot of energy. and vs a lot of ships, nanite factory will remove more crew. say you face 5 ships of 100 crew each, 1 assim will take 45 crew with nanite factory, blue beam takes 12 crew per second (for aan), and can normally take 200 crew total. say you have one aan assim against 5 ships of 100 crew each, aa can take 200 before energy gone, while nanite factory takes 3x45 which is less than 200, but takes it from several ships, pushing them into the yellow, while the aa will take crew from 1 ship at a time. against low crew ships, aa beam is probably better as u can out micro them and beam to capture, but against several large crew ships i would use nanite factory as it drains a percentage, rather than a straight number.
maybe it wasnt obvious enough that nanite factory was the centre of this discussion.
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