Arc Emitters and Repeatable Hull Point research.

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I think it may be worth asking ourselves why so many people are taking "so many repeatables that FAE is by far the best X weapon" as a standard situation. IMO the real issue here isn't a lack of a hull repeatable, but that tech progress in general is still too fast.

And even if they added a hull repeatable that wouldn't solve the balance issue. That's because the base hull points of an endgame ship are about as high as armor+shields combined even if you don't use any crystal plating and only use shields and armor as your defensive components. So if you make it 5% it'll be by far the best repeatable because it'll add 2x as much actual hit points and with enough time all ships would turn into mostly just hull, making FAE useless and a lance+launcher combo supreme.

But if you make it +2.5% hull, then over time the proportion of armor and shields will still go up (because they're getting a bigger percentage increase), eventually still making penetration weapons superior, it would just take longer. And those are the only two possibilities. Either the percentage is high enough that the hull repeatable gives more hit points and is therefore the best and favored and ships turn into mostly hull, or it's not and over time the proportion of hull vs armor+shields start shrinking.

I do agree there are problems with the combat balance, but you can't solve it by just adding one repeatable technology. It would take a deeper rework.
 
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I'm not sure right now what it would take to make that work, but I think leaving it at "they suck, so why bother?" is a bit shortsighted.
Problem is adding repeatable hull research is a further nerf to arc emitters. So don't add it until theyre buffed to be actually useful.
 
Problem is adding repeatable hull research is a further nerf to arc emitters. So don't add it until theyre buffed to be actually useful.
Meh, I don't really care about this anymore. Learned how to mod in hull point research myself, so now it doesn't matter if it is changed or not. Would be good to add it for those who do not know how to mod, I suppose. I only play singleplayer anyway. Mods are great!
For those who want to know how, check out this toppic:
 
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This has probably been said a thousand and one times, so I will say it again.

To balance Arc Emitters they should add hull point repeatables for late game research. I tried searching for mods, but found none up to date. So having it in the base game would do wonders.

Also a question, does the arc emitter benefit from energy weapons research? If so, it becomes even more powerful late game, while hull always remain the same.

Thoughts?

P.S. This post may have been generated becase I lost a fight. My 170k vs enemy 160k. They used Arc Emitters, I did not. And no, my solution is not to start using them, I like my kinetic stuff. RP choices should be viable. :)
Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull will be viable as you will have to go through armor and shields and then only hull if hull infinitely scales then it would make only arc emitters be viable as it skips the defenses and start chopping the hull right away.
 
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Do that and then ONLY arc emitters will be viable as armor and shields are already repeatable, if hull becomes repeatable only weapons that go directly to the hull will be viable as you will have to go through armor and shields and then only hull if hull infinitely scales then it would make only arc emitters be viable as it skips the defenses and start chopping the hull right away.
Yup. Anyway, you should check the post directly above yours, if you missed it. Already found a way to mod away my issues. So for me, it does not matter anymore. Would be good for those still looking for change.
 
Are Cruisers and Battleships supposed to view penetrators as a real threat?

Corvettes start off with 300 base Hull points and gain +100 Hull each at Tier-1 Improved and Tier-2 Advanced Hull Reinforcement. They have 3 S-slot utilities, which scale by Shield or Armor Tier to be 50 points each at Tier-0, then to ~30% more per Tier or 65 @ T1, 85 @ T2, etc. At T0, a base Corvette and its 3 S-slots of T0 Shields and/or Armor would be 300 Hull and 150 S/A, or Hull equal to 2.00 S/A or 0.67 of the total defenses. At T1, it's now 400 Hull (IHR) and 3 x 65 = 185 S/A, or 2.16 HSA and 0.68 HTD; T2 is 500 Hull (AHR) and 3 x 85 = 255 S/A, or 1.96 HSA and 0.66 HTD. At T5 without repeatables, it's still 500 Hull and now 3 x 185 = 555 S/A, or only 0.90 HSA and 0.47 HTD; with 10 repeatables for Shields and Armor, it's again 500 Hull and 832.5 S/A, or all the way down to 0.60 HSA and 0.38 HTD. (Tier-5 Shields (Dark Matter Deflectors) are a salvage tech from Fallen Empires, while T5 Armor (Dragonscale Armor) is a salvage tech from either the Ether Drake or Sky Dragon, so may not always be available.)

Considering penetrator weapons of any kind don't show up until Tier-2, it doesn't really matter what the ratios are below there. At T2, a penetrator would have to do at least 66% of the base damage of the non-penetrating weapons to be competitive against Corvettes, assuming the non-pen weapons don't gain a vs.Hull advantage (and it doesn't account for the platoon advantage by pairing Mass Drivers and Lasers to get through S/A). A T2 S-slot Disruptor averages 1.55 base damage per day compared to a T2 S-slot UV Laser at 3.61 DPD - this is only 43% of the Laser's damage. Does it get better as tech Tier increases? A T4 Corvette is 500 Hull and 435 S/A, or 1.15 HSA and 0.53 HTD - the ratio for the weapons has to be at least 53% to be competitive here. A T5 non-repeated Corvette is close at 47%, and finally at T5 + 10x repeatables the penetrators are finally successful by clearing the 38% damage ratio. Despite the pathetic 30 Range (-10 vs. Laser, -20 vs. Mass Driver) and the remarkable 60 Tracking (+10 vs. either), penetrators clearly aren't intended for damaging Corvettes.

Destroyers enter the game as a Tier-2 technology, and start off with 800* base Hull and gain +200 Hull each at T2 IHR and T3 AHR. They have 6 S-slot utilities, which have the same scaling as with Corvettes above. At the end of Tier-2, a Destroyer with IHR and its 6 S-slots of T2 Shields and/or Armor would be 1000 Hull and 510 S/A, or 1.96 HSA and 0.66 HTD. At T3, it's 1200 Hull and 660 S/A, or 1.82 HSA and 0.65 HTD; at T4, it's still 1200 Hull and 870 S/A, or 1.38 HSA and 0.58 HTD. At T5 before repeatables, it's again 1200 Hull, 1110 S/A, 1.08 HSA, and 0.52 HTD; with 10x repeatables, it's 1200 Hull, 1665 S/A, 0.72 HSA, and 0.42 HTD. The weapons aren't any different than above, whether S-slot or M-slot, with regard to the ratios between those of the same size, so again the only time penetrators are competitive is after all repeatables - penetrators clearly aren't intended for damaging Destroyers.

* Why do Destroyers get such an outsized increase over the Corvette in base Hull? A pure doubling of Hull would be just 600 but would align with the IHR/AHR improvements doubling. If the square root of 6 (~2.45) increase common to all of the weapon and utility slot size increases was in play, then 735 Hull points would be appropriate (maybe bump to 750 for a more round number). More on this issue later...

Cruisers enter the game as a Tier-3 technology, and start off with just 1800 base Hull and gain +400 Hull each at T3 IHR and T4 AHR. Instead of the +167% Hull increase over the Destroyer that the DD got over the Corvette, or even the expected +145% increase relative to weapons and utilities, the Cruiser only gets 125% (though it is strangely exactly 6x the Corvette Hull). Because of the 1/3, 1/2, 1/6 section split for Cruisers (versus 2/3 1/3 for Destroyers and 1/1 for Corvettes), Cruisers don't get access to X-slot weapons (natural size progression over Destroyers with L-slots), and instead just get a quantity doubling - to try to make up for this, Cruisers were given 8 M-slot utilities instead of 6, which will skew HSA and HTD further downward (with the skew toward utilities, why wasn't the Hull increase even bigger?). At the end of Tier-3, they have 2200 Hull and 2200 S/A, or 1.00 HSA and 0.50 HTD (compared to 0.65 for DDs); at T4, it's 2600 Hull and 2920 S/A, or 0.89 HSA and 0.47 HTD. At T5 before repeatables, it's again 2600 Hull, 3720 S/A, 0.70 HSA, and 0.41 HTD; with repeatables it's 2600 Hull, 5580 S/A, 0.47 HSA, and 0.32 HTD.

But now we're dealing with a gap in the weapons - the Disruptor line of penetrators only goes up to M-slot, while the Lasers line includes L-slots. The only L-slot penetrator is Cloud Lightning, which is both a salvage tech and unimprovable beyond Tier-2. The exercise for comparing M-slots is pretty similar to above with Destroyers, and would seem to indicate a legitimate concern for Cruisers, with T4 @ 47% being an outside shot, T5 before @ 41% being even money, and T5 after @ 32% being a slam dunk. Cloud Lightning at 11.41 DPD compares to a T2 L-slot UV Laser at 21.71 DPD or 53%, which would be hopeful if Cruisers were available at T2, but instead it compares to T3 L-slot X-Ray Laser at 28.17 DPD or 41%. T4 is the Gamma Laser at 36.97 DPD or 31%, which means that, despite a more favorable initial damage rate and the plummet in defensive ratios for the Cruiser, Cloud Lightning is no more competitive against Cruisers than any of the Disruptors are versus Corvettes or Destroyers.

Last among the standard hull sizes, Battleships enter the game as a Tier-4 technology, and start off with just 3000 base Hull and gain +800 Hull each at T4 IHR and T5 AHR. If the Destroyer base Hull is supposed to be correct, and a Battleship has 6x the S/A points, the Battleship maybe should be 4800 base Hull to keep pace, but instead is at only 3.75x. Even with only the more-typical 6 L-slot utilities (versus the 8 M-slots for Cruisers), Battleships have even more skewed ratios, with the end of T4 having them at 3800 Hull and 5220 S/A, or 0.73 HSA and 0.42 HTD. At T5 before repeatables, it's 4600 Hull, 6660 S/A, 0.69 HSA, and 0.41 HTD; with repeatables, it's again 4600 Hull, 9990 S/A, 0.46 HSA, and 0.32 HTD. Very similar to Cruisers, Battleships would seem to be vulnerable to penetrators, if only they could keep pace, but they don't.

Now a Cruiser or Battleship might take advantage of Crystal-Infused (275/660 Hull) or Crystal-Forged Plating (465/1110). Swapping out just one S/A for a Tier-appropriate Plating would boost survivability versus penetrators. A T3 Cruiser with one Plating and 7 S/A would have 2475 Hull, 1925 S/A, 1.29 HSA, and 0.56 HTD (vs. 1.00 and 0.50 above); T5 with repeatables would be 3065 Hull, 4867.5 S/A, 0.63 HSA, and 0.39 HTD (vs. 0.47 and 0.32). A T4 Battleship with one Plating and 5 S/A would have 4910 Hull, 4350 S/A, 1.13 HSA, and 0.53 HTD (vs. 0.73 and 0.42); T5 with repeatables is 5710 Hull, 8325 S/A, 0.69 HSA, and 0.41 HTD (vs. 0.46 and 0.32). But both sets of Plating require salvage techs, with the first being far more common but the second being more rare than either of the T5 S/A techs. Comparing the Cruiser and Battleship HSA and HTD numbers with 1 Plating to Corvettes and Destroyers without and seeing how close they are to each other, makes me think the Dev-intended defensive configuration is supposed to be exactly that.

Even before we get to X-slots, the existence of the advanced weapons (Proton/Neutron Launchers and Kinetic Batteries/Artillery) makes a mockery of the earlier comparison to Lasers. They're L-slot weapons, with exceptional Range (120-130 vs. 60, although CL maintains 30 Tracking - this is overkill vs. Cruisers and Battleships) and versus-defense ratios. I've previously mapped out how I thought an L-slot Tier-4+ penetrator would look, but what I came up with is still only 52% of the base damage of a Neutron Launcher, and WAY behind after versus-defense multipliers (especially when platooned with Kinetic Artillery). (My T4+ penetrator, as indicated in its linked post, almost definitely needs to be bumped up in damage to counter the more favorable versus-defense rates of PL/NL and KB/KA over their Laser and Mass Driver peers, but I wasn't sure by how much.)

And now we get to Arc Emitters and Focused Arc Emitters, that have 80.30 and 105.00 base DPD compared to Particle Lances (111.56 DPD, with AE being 72% of that) and Tachyon Lances (148.75, 71%). Do you see something different here? The other X-slot weapons do have even more favorable versus-defense multipliers, but not enough to account entirely for the massive jump in relative-DPD compared to their earlier & smaller peers. Other assessments that have been made with AE/FAE compared to PL/TL or Mega Cannons/Giga Cannons, show AE/FAE behind their peers in a number of defensive configurations when looked at in isolation, but the differences are relatively small. Some assessments include the L-slots filled with Neutron Launchers and Kinetic Artillery, and the AE/FAEs performing poorly because of that, but those do not synergize well with the penetrating AE/FAEs.

So, in answer to the question at the beginning of my comment: yes, but only against X-slot penetrators, only if Plating isn't used, and only once repeatables come into play. As I indicated in the thread linked above, the lack of Tier-4+ L-slot advanced penetrators really gimps any opportunity for penetrators to be competitive with non-penetrators, though even the slightly underpowered proposal I have above does a decent job of bridging the gap. Smaller ships just don't get enough of their total defensive points from Shields & Armor until late along the tech tree for the non-X-slot penetrators to really stand a chance, and even then, they're still capable of forgoing some S/A to bulk up Hull even more.
 
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Slightly different take on the by-Tier assessment: the Tier-2 Destroyer with various T2 weapons shooting at another T2 Destroyer with T2 utilities (I'm not factoring Evasion, Tracking, or Range here, base or with other factors, but you're welcome to play along with the home-game version if you want to give that a whirl). I'm looking at basically a Destroyer with Gunship bow and stern, although one configuration uses different sections.
  • UV Lasers (2x M, 2x S) combine to cut through 3x Shields, 3x Plasteel Armor (510 S/A), no Plating, and base Hull plus Improved Hull Reinforcement (1000 Hull) in 66.05 days
  • Railguns (2x M, 2x S) combine to cut through the same defenses in 62.83 days
  • A platoon set of UV Lasers (1x M, 1x S) and Railguns (same) cut through in 57.89 days
  • Plasma Throwers (2x M, 2x S) limp along to cut through the same defenses in 88.96 days
  • Vanilla Autocannons (4x S only) are even worse, taking 112.18 days - but if you allow for an M-slot version (2x M, 2x S), it improves greatly, to 65.03 days
  • Platooned Plasma Throwers (1x M, 1x S) and vanilla Autocannons (3x S, using the Interceptor stern), however, slice down to 53.41 days - again allowing for an M-slot Autocannon (1x M, 1x S), it drops all the way to 49.58 days
  • In comparison, Disruptors (2x M, 2x S) take 93.85 days
    • Versus UV Lasers, the Disruptors do effectively 70.4% of their damage; for Railguns, it's 66.9%; platooned, it's 61.7%
    • Versus Plasma Throwers, it's 94.8%; for S-only Autocannons, it's actually 119.5%, but if M-slots are allowed, it's only 69.3%; platooned, it's either 56.9% or 52.8%
It does get better - as shown in the previous comment, changing the weapon and utility components to T4, even with adding the Advanced Hull Reinforcement, results in a smaller percentage of total defenses tied up in Hull. Phased Disruptors doing 79.8% of the effective damage of Gamma Lasers, 75.6% of Gauss Cannons, and 68.1% of them platooned together, are all improvements, but they're still well behind. For Plasma Cannons and Stormfire Autocannons (including M-slot versions), it's up to 118.4% (Plasma), 144.2% (vanilla SC), 83.6% (M/S SC), 65.1% (van platoon), and 60.4% (M/S platoon) - again all solid improvements, but way too short to be ultimately useful at these tech levels.

Is this where the Devs are wanting Disruptors to be? As a specialist weapon in S- and M-slots, they're not useful against standard Tier-2 through Tier-4 defenders, and only become ever so slightly interesting once Tier-5 Shields and Armor, and their repeatables, really come into play. While an advanced Tier-4+ L-slot version might be halfway decent on its own against Cruisers and Battleships, it would I think still come off as a very poor brother to its T4+ peers, especially when they platoon (either themselves or with X-slots).
 
There are at least a couple of issues with that test: the other weapons included don't synergize at all with the FAE, and the defenses chosen are slanted against penetrators/for anti-Hull (which TL/NL/GC/KA all are to some extent).

The standard Tier-0 kinetic weapon is the Mass Driver, which goes up to Gauss Cannon at Tier-4, and includes S-, M-, and L-slot variants - same deal on the energy side with Red Lasers going up to Gamma Lasers. They each have a favored defense (Shield for GC, Armor for GL) against which they do an additional 50% damage (i.e., takes 2/3rds as long to get through) and a dreaded defense (Armor for GC, Shield for GL) where they do 50% less damage (i.e., take twice as long).

When these tech trees reach Tier-3, they can also veer off into advanced weapons - Kinetic Launchers (KB, KA) or Particle Launchers (PL, NL) - at basically a Tier-3+ tech (12K tech points over the basic Tier-3 tech). Immediately, there is both the typical plus-Tier increase in base damage (30% over previous) and then a bunch of additional bonuses. Kinetic Launchers jump their vs.Shield damage to 200% (i.e., additional 25% faster than GC), bump up their vs.Hull damage to 125% (i.e., 20% faster than GC), add 20 points of Range, and have a longer Cooldown (i.e., do their damage in bigger chunks, possibly getting a target to 0 Hull without giving a Disengage chance). They do all that at the cost of a top-end Tier-3 tech, more Power needed to run them, and a 5% hit to Tracking. Particle Launchers are IMO far worse, with a straight 75% bump to vs.Hull damage (i.e., only takes them 53% as long to get through Hull), a FIFTY-point jump in Range, and well over a tripling of Cooldown (i.e., now massive chunks of damage), and again just one tech, some Power, and a blip of Tracking.

X-slot weapons get an even bigger advantage than the advanced L-slot weapons above, mostly to try to get Battleships back to 6x the damage output of a Destroyer (equal to the damage advantage of an L-slot over an S-slot). For a Mega Cannon, it's a size above an L-slot GC, so you'd expect a 2.45x (square root of 6) for a simple size increase, but instead it's 2.88x the damage. Like the advanced weapons above, there are vs.defense differences, with a scale-back on vs.Armor to only a 25% hit (i.e., 25% faster than GC) and the same 25% bump to vs.Hull as Kinetic Launchers (overall it makes them more balanced, though less useful as a platoon specialist alongside a vs.Armor weapon). It also makes a big jump in Range from 100 to 150, and over a 160% jump in Cooldown - all this at a cost of a 20K Tier-4 tech (vs. 12K Tier-3 for KB), over 3x the Power (vs. 2x for the size increase), the same 5% Tracking hit as above, and a forward-fire limited-arc restriction (which may not actually be all that meaningful). The Particle Lance has a similar profile versus the GL, with 3.02x base damage, now 200% damage vs.Armor (i.e., 25% faster) and 150% vs.Hull (i.e., 33% faster), Range jumping from 80 to 150, and interestingly only a 74% increase in Cooldown (vs. almost 250% for PL),

(Edit: originally had 250 for Range for both Cannons and Lances - where TF did I get that? Sorry...)

On top of those increases, you jump up to the Tier-4+ versions of the X-slots and the advanced L-slots, adding in another 30% damage each. So how do the penetrating weapons compare.

Right off the bat you're hit by three problems that basically eliminate any comparison between KB/KA, PL/NL, and penetrators:
  • The only Tier-4 penetrators (Disruptors) are just available in S- and M-slots.
  • The only L-slot penetrator (Cloud Lightning) is both a salvage tech and a Tier-2 (and actually not involved in researching the X-slot penetrators).
  • There are no Tier-3+ and Tier-4+ L-slot advanced weapons that are penetrators.
Then we add in the Arc Emitters, which as X-slots over a theoretical L-slot Tier-4 Disruptor, should have similar size and other advantages over their more ordinary (specialized vs. the more basic Gamma Lasers). The theoretical L-slot Phased Disruptor would be the same costs and Power as an L-slot GL, with 93.1 average damage per hit, and 15.26 average per day, compared to 80.30 per day for the Arc Emitter (5.26x!). The AE only gets a 33% increase in Cooldown (though mitigated by the bonkers base damage increase) and there are no differences in versus-defense damage (again, base damage increase mitigates).

(Edit: again with the 250 Range, sheesh...)

If you simply compare the three X-slot weapons and their damage rates against their weakest versus-defense rates, the FAE holds up relatively well, taking 66.3 days on average to get through six Crystal-Infused Plating (660 each) on top of the base 3000 Hull, compared to 64.2 days for a Giga Cannon to get through six Neutronium Armor (870 each) and the Hull, or 83.6 days for Tachyon Lance against six Hyper Shields and Hull. They also fall off predictably once Improved/Advanced Battleship Hulls are added in, and more so once Crystal-Forged Plating is swapped in (even with Dragonscale Armor added as well, Giga Cannons still rein supreme at 86.1 days, but Dark Matter Deflectors bother Tachyon Lances enough to still take longer (110.2 days) from first shot than the FAE (107.2 days)). With all three defensive layers at even, un-repeated levels (2 L-slots each) plus both Imp & Adv Hulls , the three weapons each cut through the defense in basically the same amount of time from first shot (FAE 65.0 days, Tach 67.9 days, Giga 67.9 days) when used on their own.

I don't think Arc Emitters have to be as bad as they are currently. They need:
  • Pairing options that synergize better, i.e., other penetrators that are comparable to other Tier-4+ advanced weapons.
  • Those other penetrators have got to not suck on their own, so that the jump to X-slots isn't so odd.
(Edit: and the last 250 Range is gone now.)

I'm not sure right now what it would take to make that work, but I think leaving it at "they suck, so why bother?" is a bit shortsighted.
I think their natural pairing is hangar bays, right? Could giving strike craft penetration through armour make the FAE better? Or if not penetration for lore reasons (I think Death Star thermal ports are a great explanation, personally), then maybe more damage against armour.
 
The best synergy disruptors have (apart from other full penetration weapons, obviously) is torpedoes, with strike craft in a somewhat distant second place. Both are weapons that ignore shield and deal bonus damage to hull, while the disruptors start chipping away at hull. The difference is that torpedo ships can mount a lot more torpedoes than carriers can mount hangars.

The disruptor-torpedo combo has the torpedoes as the primary weapons and disruptors as support, which is precisely why it actually has good synergy. Particularly corvettes, which have the torpedoes occupying 67% of the "hardpoints" and the disruptors 33%. So then the main damage dealer is the torpedo, which skips shield to do heavy damage to shields. And disruptors skip both, so they don't get into the torpedo's business, they just weaken the hull in anticipation of the second torpedo volley which should finish off the remaining enemy armor (if any) and hull (hopefully).

Disruptors and SC have several issues that keep the synergy of the combo down. Primarily you can't get the design to be 50% or more SC, except with battleships. However, then you're missing out on your arc emitter, which you don't want. H sections also tend to come with P slots for even less synergy. You can make a battleship design with just penetrator and hanagrs, but it only has 1 hangar, so SC is only 17% of the "hardpoints". This now makes the SC doing damage to armor wasted damage, but at least it still functions as PD and the synergy is good against enemies without armor (like the Unbidden).

@Cordane When considering a plasma-autocannon combo for destroyers, my natural go-to option is 2x M plasma and 2x S autocannon and I was surprsied you invented M autocannons rather than calculate that combo. Any particular reason?
 
@Cordane When considering a plasma-autocannon combo for destroyers, my natural go-to option is 2x M plasma and 2x S autocannon and I was surprsied you invented M autocannons rather than calculate that combo. Any particular reason?
One, I had at least two other threads where I talked about the need for Tier-4+ advanced weapons (like Particle Launchers and Kinetic Launchers) in S- and M-slots. There wouldn't be a kinetic M-slot option without returning the T2-T4 M-slot Autocannon.

Two, I'd rather see a balanced energy/kinetic setup than a heavy energy/lighter kinetic setup.
 
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