Question regarding Combat mechanism

  • Have a somewhat newbish question to ask, I searched around but I never found a concrete answer so I'll just post it here:


    Scenario:
    -----> Deathstars attacking something, be it a fleet or a turtle with other Deathstars in the defending fleet-turtle.

    My question is, when it's the Defenders turn to attack, which unit is the first to shoot? The Deathstars or the other fleet units-defence units? Or is the choice completely random?

    For example: 1 Deathstar attacks 100 Rocket Launchers or 100 Light Fighters and 1 Deathstar, it's the defender's turn, if the Deathstar is the first to attack, it will basically completely take out the opposing Deathstar's shields... Which would mean that when it's the turn of the RLs-LFS to shoot in the same round, they will be capable of damaging it... Am I right? Since the bouncing effect only happens against Shields right?

    Moons donated: 10

  • All attacks happen simultaneously. As such, everything is considered to have fired at the same time and nothing goes first. The game mechanics are complex but in its simplest form: the game keeps track of how many things shot at unit X, determines whether anything bounced, and then calculates damage.

    This means a single rocket launcher can be hit and even destroyed from multiple ships and it isn't until the end of the round when it is determined how many units were actually destroyed. Once the determination of "what remains" is finished, the next round begins if necessary.

    Also, you are correct, the bouncing affect can only happen with shields.

  • All attacks happen simultaneously. As such, everything is considered to have fired at the same time and nothing goes first. The game mechanics are complex but in its simplest form: the game keeps track of how many things shot at unit X, determines whether anything bounced, and then calculates damage.

    This means a single rocket launcher can be hit and even destroyed from multiple ships and it isn't until the end of the round when it is determined how many units were actually destroyed. Once the determination of "what remains" is finished, the next round begins if necessary.

    Also, you are correct, the bouncing affect can only happen with shields.

    Yes, I know that the same ship can be fired at multiple times even after it's Hull is completely destroyed, only at the end of the round it's removed.

    I didn't know that the attacks would happen at the same time... Then, that means that anything that can't damage a Deathstar will still be unable to damage a Deathstar even with another Deathstar on it's side(defending side in this case) right?

    Moons donated: 10

  • kewlness explanation is only partly correct. All units of a type fire at the same time (eg all rocketlaunchers at once) but the units have a firing order.

    https://ogmem.com/show/465929-362efe08?lang=en_GB If you take a look at the defender, the units fire from left to right, so the SC fire first, then the LC etc. So you can see the defending Deathstar fires before all the defence units fir. If the defending deathstar takes out the attacking deathstars shield, like in your example, all defence units that shoot after it, can damage the attacking deathstar.

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  • kewlness explanation is only partly correct. All units of a type fire at the same time (eg all rocketlaunchers at once) but the units have a firing order.

    https://ogmem.com/show/465929-362efe08?lang=en_GB If you take a look at the defender, the units fire from left to right, so the SC fire first, then the LC etc. So you can see the defending Deathstar fires before all the defence units fir. If the defending deathstar takes out the attacking deathstars shield, like in your example, all defence units that shoot after it, can damage the attacking deathstar.

    I see, and yes, that "fire order" that you mentioned is exactly what I needed to know.

    So basically, a Deathstar when it's attacking, it's the last to fire, while if it's defending and has defensive units with it only, it's the first to fire.

    TL:DR ... Cargoes, Probes, Recyclers, Colony Ships, Satellites, Light Fighters, Heavy Fighters and Cruisers(assuming all techs are equal or very close to each other) will never be able to damage a Deathstar... On the other hand, all defensive units will be capable of damaging a Deathstar if they have Deathstars to back them up.

    Now I see why a lot of people say to build Deathstars behind defence. Thank you for the information.

    PS: While I'm at it since I forgot about it, and to not make a different thread for it, units have a chance of exploding everytime their hull is damaged or do they only have a chance of exploding after they have 30% of their Hull damaged?

    Example:
    2 Heavy Lasers attacks a single Battleship. Heavy Laser has 250 attack power(2x250=500) and Battleship has 200 Shield. Basically 300 damage is done to the Battleship's Hull. Battleship has a Hull of 6000, 300 damage is 5%. Does the Battleship have a 5% chance of exploding or is it safe until it's 30% or more damaged?

    Moons donated: 10

  • Regarding exploding: after atleast 30% damage to the hull.


    And the firing order is also why you put heavy hitting ships first into an ACS and the smaller ones that can't get above the 1% rule last. That way you also get this behaviour working for you as an attacker.

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