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Endless space 2 youtube combat
Endless space 2 youtube combat










endless space 2 youtube combat

This is approximately twice in every range/round. Missiles fire and detonate every three cycles (missiles are launched after the last salvo impacts). They are fired in salvos as delayed damage, doing 1 large strike per round instead of constant damage. Missiles vs Flak Main article: Weapon modules#Missile weapons In the long range phase, about 70% accuracy is practical. With 100% accuracy, beams deal between 8.88 - 42.0 damage per phase per ton. Shields absorb about 90% of the average damage of an equal-tier beam. Beams have slightly higher Template:Cost costs per module, but work out at similar rates per ton and per damage.īeam damage is countered by use of shield defensive modules, reducing damage by a set amount from the total damage they take from each of the four turns. Beams are considered a standard "go-to" weapon once they are unlocked and viable to produce, as both Kinetics and Missiles have performance issues at range. During the longer range phases, about 30% of that would be practical.īeams vs Shields Main article: Weapons#Beam weaponsīeams are useful and versatile weapons, since their medium range works well in all phases of combat. Even normally complete kinetic protection will not entirely remove all damage from large numbers of projectiles.Īt 100% accuracy, kinetics deal between 7.53 (lowest tech) - 58.8 (highest tech) damage per phase per ton. Kinetics damage as above scales primarily on projectile hits per salvo. Kinetic protection reduces damage by completely removing some of these hits, but cannot be relied upon. They are best mounted on well armoured ships that can close to medium or short range to fire against unarmoured targets. However, this accuracy-range limitation requires their use to be thought about and compensated for.

endless space 2 youtube combat

Endless space 2 youtube combat full#

Their salvo is inacurrate and scattered at long range, but a full volley does high damage, akin to a shotgun. Kinetics are short ranged projectile weapons. Weapon and Defense Analysis Main article: Weapon module Main article: Defense module Kinetics and Deflectors Main article: Weapons#Kinetic weapons Fleet composition and enemy make up often attempt to counter the enemy's equipment. Weapons in Endless Space are optimised at different ranges, as discussed in the following section. Combat is won when all enemy ships are eliminated and their reduced to 0. They serve as the mounting platforms for all weapons and defences. Ships and Fleets Main article: Ship Main article: Fleetsįleet size and strength play a role in battles. The battle is finished and so no battle action can be taken this turn. It announces the winning fleet and shows a few shots of them, as well as showing the condition of each fleet to allow the players to assess the damage eg surviving ships.

  • Phase 5 - Report: This phase occurs at the end of the battle and is relatively short.
  • During this phase, Kinetic weapons are most accurate.

    endless space 2 youtube combat

    Phase 4 - Melee: This is the last damage phase of the battle.Phase 3 - Medium Range: In this firing phase, beam weapons are most accurate.Kinetic weapons have their worst accuracy.

    endless space 2 youtube combat

    The first missile salvo will be fired on turn 2 of this phase. Missiles are the most accurate during this phase. Phase 2 - Long Range: The first combat phase.No actual damage is done to either side's ships, and no battle action is taken this phase. Phase 1 - Arrival: This introductory phase provides time for players to choose their battle actions before their ships open fire.The sequence of phases has varying effects on weapon accuracy and thus damage output: for example missiles are most effective in the Long Range phase. Missiles fire once every three turns and hit two turns later. Each turn beams and kinetics fire one salvo, which hits on the same turn. A Battle Action(or card), may be used during each of these three phases.Įach weapon phase consists of four turns (or rounds), that determine when weapon salvos are fired. Only the middle three phases (2, 3, 4) involve active weapons fire. Of these phases, 1 and 5 simply display the condition of each fleet.












    Endless space 2 youtube combat