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Old November 9th, 2004, 09:24 AM
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Default Re: Armor & Shields On Units...

Some correction on the "queue thing" AFAIR. Damage is always check against the unit with the least hitpoints first. Either this unit is destroyed (in this case the procedure starts anew with the remaining damage) or no unit is destroyed and the damage stored for the next hit. I.e. there is no use to build a shield WP to protect other unshielded units. It won't protect WPs with lesser hitpoints, it will just be the WP destroyed Last.
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Old November 9th, 2004, 12:10 PM
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Default Re: Armor & Shields On Units...

Quote:
Mephisto said:
Some correction on the "queue thing" AFAIR. Damage is always check against the unit with the least hitpoints first. Either this unit is destroyed (in this case the procedure starts anew with the remaining damage) or no unit is destroyed and the damage stored for the next hit. I.e. there is no use to build a shield WP to protect other unshielded units. It won't protect WPs with lesser hitpoints, it will just be the WP destroyed Last.
Wasn't this changed to be more random in a recent patch?

Quote:
3. If Weapons Platforms have 100% functionality when damaged and if a Weapons Platform has Armor and/or Shields can it ever be fully destroyed by Null-Space Weapons or Phased Polaron Beams?
Note that armor skipping weapons fired at ships will damage armor components normally once all internal components are destroyed. You can completely destroy a ship/unit with Shard Cannons and Null Space Projectors. This differs from "Only X" type damage, such as from Shield Disruptors. If there are no valid components to damage (ie: no shield generating components), such a weapon does no damage. Armor skipping damage types ignore this rule.
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Old November 9th, 2004, 12:29 PM
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Default Re: Armor & Shields On Units...

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Imperator Fyron said:
Quote:
Mephisto said:
Some correction on the "queue thing" AFAIR. Damage is always check against the unit with the least hitpoints first. Either this unit is destroyed (in this case the procedure starts anew with the remaining damage) or no unit is destroyed and the damage stored for the next hit. I.e. there is no use to build a shield WP to protect other unshielded units. It won't protect WPs with lesser hitpoints, it will just be the WP destroyed Last.
Wasn't this changed to be more random in a recent patch?
I think so. Not sure which patch but I think it was the one that made WP's get destroyed before other units during planet assault. I did some testing a while back (can't find my post) but shield/armor WP's can get damaged (or destroyed) before other WP's. It's not always predictable, but I wouldn't call it "random" either. I *think* that the most efficient way to do this from my testing was to make small shield/armor WP's instead of large WP's. The reason was that the "stored" damage from one turn plus the actual damage might not be able to destroy a large shield/armor WP so the game sometimes would destroy a WP with less hitpoints instead. If you build large shield/armor WP's, this effectively does what Mephisto said in making the shield/armor WP get destroyed Last because no single volley will destroy it so damage sometimes gets shifted to destroy a WP with less hitpoints. This is not what you want. You *do* want it to be destroyed before other WP's or else the accumulated damage is shifted to weapon WP's. Again, from my testing small WP's work better for this.

That being said, it is a little cumbersome to manage and you can achieve almost the same thing by adding some shield/armor to each weapon WP. The effect is the same: it takes more damage to kill one of them. This way the average damage required to kill a WP goes up, you still maintain full function on a WP until it is destroyed, and you are not subject to any randomness which might accidentally kill your weapon WP's before shield/armor WP's.

Clear as mud?

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