Unit Value Calculator Help

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posted on March 6th, 2011, 3:56 pm
Last edited by Anonymous on March 6th, 2011, 3:59 pm, edited 1 time in total.
I'm trying to calculate the values of the Tereanan units using this calculator, but I've run into a problem.  How would I use it to calculate the values when it has some resistance to all weapons?

EDIT:
I calculated the Tereanan scout.  Without the passives, the values are 4/6/4.  With the resistance passive, the values are 4/19/4.  It's the best "combat" scout out there.  But I got that value because I divided the hull and shield hitpoints by the percentage of damage received from weapons.  I haven't added the Level 1 redundancy passive yet.
posted on March 6th, 2011, 4:00 pm
Resistances are not accounted for in the calculator, as I believe they effect more complex variables (cost, build time) :)
posted on March 6th, 2011, 4:12 pm
Oh.

Well, since the defensive values can't be calculated properly, the redundant systems got me a 9/5/8 for the scout.  If the weapon resistance is taken into account, the values are 9/19/8.  Is that overpowered for a scout?  The Neutronium Armor Plating with the Level 1 Redundancy on every system would probably increase build time by about 10 to 20%.
posted on March 6th, 2011, 4:16 pm
Passives are independent of Unit Values  :thumbsup:
posted on March 6th, 2011, 4:16 pm
TChapman500 wrote:Is that overpowered for a scout? 


depends, if its given from starbase at the start like fo has now then i'd say its likely, as 19 def is a full early game ship. but u did say the terenanians were weak at the start, so having several scouts do their defensive work might work. if they cant get anything else easily, like current races can, then these scouts would just be like standard early game ships.
posted on March 6th, 2011, 4:42 pm
It is the most powerful scout on the board in terms of weapon resistance.  Since the passives are not counted, the values for this scout are only 9/5/8.  Plus, there are some weapons I've found that can negate the neutronium armor passive a little.

The scout will probably be built at the support yard, since the starbase would be way too expensive at the start.  Most of the defense will come from the constructors ability to beam a turret into space every 5 minutes.  Since they are in a random location near the constructor, they are likely to be in bad positions.

The best ship might be the Boundary Class destroyer.  8 chroniton pulses doing 0.01 hp of damage every 0.33 seconds.  Offensive value for the unit is 0.  But the vessel has a small chance at disabling a random subsystem for each pulse that is fired.
posted on March 7th, 2011, 5:14 pm
Well, since this mod is going to add more lines to the weapon ODFs due to new passives being introduced, I figured I'd reset the existing passives while I'm at it.
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