Counter Table

guide.fleetops.net
posted on May 25th, 2011, 7:10 am
Hey FleetOps-Community,

I just thought about the Counter Table from Dominus' great Guide and actually it is very helpful.
Still I think for noobs (like me) a reorganisation would be better. Why do I think that?

Now the table shows the units of a race and tells the reader what that units are good against...
I think it should be the other way around:
The table should show the unit and tells the player how to counter that unit.

I hope u understand what I mean...


Here is an example:

Dode
-> Borg: no specific counter
-> Feds: Monsoon, Defaint, Galaxy
-> Roms: Celhaer, Norexan
-> Klingons: Brel, Neghvar
-> Doms: S2, S7



This way a newbee could print (maybe a PDF) the 5 counter tables and look at the table which unit he needs to counter unit xyz...


What do u guys think about that???

And Dominus: Do U think that this should be implemented into the Guide???


Thx for ur replies!!!
posted on May 25th, 2011, 8:08 am
A printable excel doc of all units and there counters would also been good for us less advanced players.  :D
posted on May 25th, 2011, 6:58 pm
Yup, currently I am quite displeased with the way that system turned out. However, the new database will have the units each vessel performs best against, and worst against, in two rows under the unit description, which should be quite similar to what you are asking for :).

In the meantime I have been hosting a more confusing Excel document on TS (not sure if it is deleted at the moment, and if it is, I will repost) which indicates the percent effectiveness of all units against each other based on size, DPS, weapon type, passives. It's printable, but choke full of numbers  :sweatdrop:
posted on May 25th, 2011, 7:28 pm
Cool that sounds great!!! Keep it up, Dom!!! U are doing a fantastic work in constantly upgrading the Guide!!!

Thx again!!!
posted on May 25th, 2011, 7:29 pm
woohoo! Can't wait! Dominus please post that excel file here! :)
posted on May 25th, 2011, 7:38 pm
Thanks, it's a fun project, and Zebh does an excellent job :)

I've attached the file, but it probably needs a little explanation -

Cutoff values refer to the effectiveness of the counters represented in each table, of which there are three.

0.01 means that all units which have increased effectiveness below 1% (0.01) are not listed. In other words, that first table includes all units which have effectiveness against each other higher than 1%.

0.19 means that all units which have effectiveness below 19% (0.19) are not listed. I consider these 'weak' 'counters'.

0.4 means that all units which have effectiveness below 40% (0.40) are not listed. I consider these 'strong' counters.

All values are calculated by base damage against the opposing unit, determined by damage per second, accounting for the passives/size of the unit, and type of weapon (beams deal 20% less damage per offensive value unit then do pulses or torpedoes), and max fighter complement for fighter-carriers.

What is not accounted is firing range, arc, movement speed - so this table is just purely if there is no micromanagement, just damage. After all, it is feasible to beat direct counters with good micromanagement, so this serves as a guide as always :).

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results.csv
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