Upgrades don't apply in some places (Q is it design)
Posted: 17 Oct 2019, 09:38
I recently looked to betaguide after first tries of skirmish with T4 startup. Some things look strange to me. I stuck at two things - armor upgrades for transport and repair upgrades (despite order, this is more primary for me).
For begning, I assumed by essence that all repair techs get all repair upgrades - all mobile repair turrets, facility, vtol pad and auto-repair. But according to betaguide - repair facility upgrades also apply to vtol pads, but don't to mobile turrets - is it intentional?
I also noticed big difference in game, with situation mentioned above (recent T4 no-base attempt). I always assumed, that basic repair turret, landing pad and auto-repair have same repair speed (lol). Of course, it is perceptive. It was prety hard to find stats about repair turret power (there is no repair "weapons" type in section, where all info about available upgrades can be seen for weapons, structures, bodies, etc). Instead I found it only in database part, where only own stats are showed in table. According to it, repair facility has repair points 40 - heavy repair turrent is only by 1/4 weaker, thus looking like strong addon to sparce ground installation (to not get stranded after chasing retreating units).
Before looking to betaguide, I tried to measure repair speed diff between ground facility, heavy mobile turret and auto-repair. For test I used dragon with two gauss cannons (HP - 10360 or so), with same one lowering HP to 500 or so, before sending target to repair (I used max possible HP to minimize randomness in HP when target is contacted by repair). With this (hopely negligible) error I got following result solving equation in qalculate: auto-repair is ~2.2x slower than mobile turret, and mobile turret power is ~3.6x of facility. Full difference (multiplying both) between AR and facility is 7.5. Would be great to look exactly possible upgrades for mobile turrets and auto-repair. Btw, according to betaguide database, AR is even more powerful than facility (2.5x more) - with upgrades it should make all other repair means obsolete
Transport armor upgrades. I initially though it is intentionally made to be weaker than everything else, but HP 500 seem to be basic stat, and it is still higher than for drarong body (350). But when I tested heavy transport and rouble-railgun dragon vtol durability by shooting with vindicator+stormbringer combo unit, dragon vtol survived unless vindicator second salvo, while transport failed in 2-3 seconds (or should I better try with single least armored weapon to keep close to pure body HP?)
Edit:
I made more careful comparison for durability between dragon and transport, this time making vtol with single lancer, so that it doesn't differs by HP from weaponless body (~2600 HP). Weapons - single vindicator, than whirlwind. For dragon it took 6 missiles or 7 sec whirlwind, while for heavy transport it is only 2 missiles (1st taking more than half) and 2 sec whirlwind (did not cound shots for such rapid fire weapon, but could be less for transport if some last shots did not hang spinning around transport hit center, as it happens sometimes with homing projectiles in game).
For begning, I assumed by essence that all repair techs get all repair upgrades - all mobile repair turrets, facility, vtol pad and auto-repair. But according to betaguide - repair facility upgrades also apply to vtol pads, but don't to mobile turrets - is it intentional?
I also noticed big difference in game, with situation mentioned above (recent T4 no-base attempt). I always assumed, that basic repair turret, landing pad and auto-repair have same repair speed (lol). Of course, it is perceptive. It was prety hard to find stats about repair turret power (there is no repair "weapons" type in section, where all info about available upgrades can be seen for weapons, structures, bodies, etc). Instead I found it only in database part, where only own stats are showed in table. According to it, repair facility has repair points 40 - heavy repair turrent is only by 1/4 weaker, thus looking like strong addon to sparce ground installation (to not get stranded after chasing retreating units).
Before looking to betaguide, I tried to measure repair speed diff between ground facility, heavy mobile turret and auto-repair. For test I used dragon with two gauss cannons (HP - 10360 or so), with same one lowering HP to 500 or so, before sending target to repair (I used max possible HP to minimize randomness in HP when target is contacted by repair). With this (hopely negligible) error I got following result solving equation in qalculate: auto-repair is ~2.2x slower than mobile turret, and mobile turret power is ~3.6x of facility. Full difference (multiplying both) between AR and facility is 7.5. Would be great to look exactly possible upgrades for mobile turrets and auto-repair. Btw, according to betaguide database, AR is even more powerful than facility (2.5x more) - with upgrades it should make all other repair means obsolete
Transport armor upgrades. I initially though it is intentionally made to be weaker than everything else, but HP 500 seem to be basic stat, and it is still higher than for drarong body (350). But when I tested heavy transport and rouble-railgun dragon vtol durability by shooting with vindicator+stormbringer combo unit, dragon vtol survived unless vindicator second salvo, while transport failed in 2-3 seconds (or should I better try with single least armored weapon to keep close to pure body HP?)
Edit:
I made more careful comparison for durability between dragon and transport, this time making vtol with single lancer, so that it doesn't differs by HP from weaponless body (~2600 HP). Weapons - single vindicator, than whirlwind. For dragon it took 6 missiles or 7 sec whirlwind, while for heavy transport it is only 2 missiles (1st taking more than half) and 2 sec whirlwind (did not cound shots for such rapid fire weapon, but could be less for transport if some last shots did not hang spinning around transport hit center, as it happens sometimes with homing projectiles in game).