I think a lot of people overestimate overkill. It's quite a small factor. Even the strongest L weapons can't take out the smallest corvette in one shot, and you obviously shouldn't be using L weapons vs. a corvette swam. Using normal weapons for the situation (i.e. at most M weapons vs. corvettes) you see that you usually require at least 10 hits to kill a corvette. By its nature, overkill averages half of a single shot of damage wasted per ship. This means the estimated overkill waste is around half of 1/10th = 5%. That's very minimal, and it only goes down from there as ship size increases. L-weapons can take 30-50 shots to kill a battleship, meaning your wasted damage is around 1%. S-weapons vs. corvettes is basically the same. Boosting weapon damage by 10% increases that expected overkill from 1% to 1.1%. Ohnoes, 0.1% more wasted damage!
I would always value damage over fire rate. Less hits = less chance to warp out. Fire rate is easy enough to get anyway. If you've ever fought one of the FEs you know how painful it is when you win but lose a third of your fleet while the FE loses nothing. That's because of the damage bonus disparity.
Also, diminishing returns on fire rate makes continual stacking inadvisable compared to getting some kind of economic bonus to act as a force multiplier. Turning on No Retreat when you already have 70% or more fire rate seems like a really dumb idea. Way better to go with Hit and Run and virtually never lose a ship ever, or Rapid Deployment to get to places quicker. Unless you are going for a do-or-die early game rush you're simply better spreading bonuses out.
I would always value damage over fire rate. Less hits = less chance to warp out. Fire rate is easy enough to get anyway. If you've ever fought one of the FEs you know how painful it is when you win but lose a third of your fleet while the FE loses nothing. That's because of the damage bonus disparity.
Also, diminishing returns on fire rate makes continual stacking inadvisable compared to getting some kind of economic bonus to act as a force multiplier. Turning on No Retreat when you already have 70% or more fire rate seems like a really dumb idea. Way better to go with Hit and Run and virtually never lose a ship ever, or Rapid Deployment to get to places quicker. Unless you are going for a do-or-die early game rush you're simply better spreading bonuses out.
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