Talk:The Battle Manual:Firing
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Is the maximum rate of fire once per tick? Does 'power boost' boost only the rate of fire, or does it boost damage as well? Shard 12:08, 17 April 2008 (CEST)
From my reading, it allows weapons to be recharged in a single tick, allowing for a greatly improved firing rate. So don't bother boosting a LTLA. If you have enough energy to keep them firing, the boost is a needless risk for no improvement, and if you don't have enough energy to keep them firing, you are likely not going to be able to build up enough energy for the boost to trigger. On the other hand, I believe a boosted ship with a large power bank armed with Heavy Lasers can be an extremely deadly ship; if it doesn't go BOOM! Amaranthine 16:52, 17 April 2008 (CEST)
What's the impact of skill? Does ship experience count to help reduce the chance of BOOM! as well? Does a ship gain experience as well as skill when using power boost mode? Shard 12:39, 17 April 2008 (CEST)
PD vs. wings:
- Exotics
- Only Anti Fighter Computer
- GoodOdds = GoodOdds + 30
- MaxRange = PDRange * 3
- Fighter ECM Box counters Anti Fighter Computer
- MaxRange = PDRange (range restored)
- GoodOdds = GoodOdds + 5
- Only Fighter ECM Box
- No bonus here
- PD boost: GoodOdds = GoodOdds + 30
- Only Anti Fighter Computer
- Exotics
For Fighter ECM Box counters Anti Fighter Computer you say "range restored", but add 5 to the GoodOdds. Depending on how this is realized in the code one of both is wrong isn't it? In case the whole part is on the same level as "only fighter computer" (part of the same if-then-else statement), it's just the comment that's not really correct, but if it is a sub if-then statement, GoodOdds should be *decreased* again after the anti fighter computer had increased it. Jochen 13:27, 17 April 2008 (CEST)
Similar question regarding turbo lasers / Rostov:
I hope, that the normal TL laser bonus and the normal fighter killing is not applied for rostovs (this would be killing a total 12 instead of 9 fighters per shot with TL). Furthermore non-TL PD on a Rostov should kill only 3 fighters, not 4 (at least it was like that before). Jochen 13:49, 17 April 2008 (CEST)
Understanding question:
At PD vs Wing under Stage 2 is written under Holo Decoys "BadOdds = BadOdds + Wing's race holo decoys / 8".
I interpret it so, that the Holo Decoys help here the Wing to avoid a hit. So in my understanding the Holos works against PDs (lower their hit change here). But this effect of HDs against PDs is not described in the Holo Decoy Description. So HDs should not effect PD hit's against wings in my understanding.
And at the beginning of PDs vs Wings is written too "Holo Decoy PD will not damage wings, but will help to reduce wing firing accuracy" but that should not help wings to get not hit from PDs by increasing the BadOdds of the wings.
Question, what's correct now or do I interpret it wrong? JoSch 22:57, 7 August 2008 (CEST)
And more, at the Wings vs Wings part I miss the influence of Holo Decoy on fighter beams and missiles. There is nothing written about Holo Decoy, but "Decoys steal count/30 from the basic fighter beam&missile accuracy" say the description of Holo Decoys. Is it wrong, forgotten here or is the effect not implemented in the code?
I'm not sure but IMHO in the stage 2 it must be something like "GoodOdds = 100 + fighterAttackMod (firing wing) - HoloDecoyCount (race receiving wing)/ 30"
Can someone explain this two points about Holo Decoys to me or maybe ask the programmers of the code what is correct please. Or is here a bug found? JoSch 23:12, 7 August 2008 (CEST)
