Topic: Overloading weapons  (Read 2908 times)

0 Members and 1 Guest are viewing this topic.

Khardis

  • Guest
Overloading weapons
« on: March 19, 2003, 06:21:25 am »
I see several references to 'firing overloaded weapons'.

I recall that was a feature in SFC2, but I have not seen it yet in SFC3, unless it's referred to by putting more power into primaries/heavies than the minimum in the power allocation menu.

However that doesn't trigger the old 'you must fire' thing, and besides, I am not entirely sure what the effect is of putting more power into a weapon system in the power allocation screen anyway - higher damage, faster charging rate, what?

Inquiring minds wants to know how to blow s*** up.

Regards,
Me
 

Firestorm

  • Guest
Re: Overloading weapons
« Reply #1 on: March 19, 2003, 07:31:16 am »
My understanding is, it increases the amount of damage.  It does NOT effect recharge rates or accuracy, only the amount of punch (I think)

Cleaven

  • Guest
Re: Overloading weapons
« Reply #2 on: March 19, 2003, 07:34:46 am »
And what happens when a weapon is underloaded? Does it use a similar equation to the overload?  

sparrsuk

  • Guest
Re: Overloading weapons
« Reply #3 on: March 19, 2003, 07:38:00 am »
I think its been removed from SFC3 unfortunatly.

 

EmeraldEdge

  • Guest
Re: Overloading weapons
« Reply #4 on: March 19, 2003, 08:05:44 am »
I believe the equation has been posted somewhere, but I don't quite remember what it is.  Something like, for every point of power above a standard load you get an extra .5 points of damage, but for every point under you lose a full point.  It could be percentages, I really don't remember.  I'll try and look it up for sure.  

jimmi7769

  • Guest
Re: Overloading weapons
« Reply #5 on: March 19, 2003, 08:57:00 am »
It's in there.  Only affects damage not range or recharge rate.

If you look at the energy sliders there is a green line and a red line.
Any energy expended to charge up to the green line(normal charge) is on a 100% return formula.  In other words, a Fed PH9 takes 2 energy to do it's 4 points of damage.  So if only 1 point of energy gets in there it'll do 2 points damage and so on.

The overload setting is what is inbetween the green and red lines and it works on a 50% efficiency.  So what that means is if you fully overload that Fed PH9 it'll take 4 points of energy but you'll only get 6 points of damage.  

That Clear??  

Khardis

  • Guest
Re: Overloading weapons
« Reply #6 on: March 19, 2003, 10:20:29 am »
Thanks for the replies, people!

That is clear. So references to overloading is to the power slider, and there's none of that mucking around with chance to damage weapons etc.

I guess it works the same way with torpedoes as with disruptors etc. then?
« Last Edit: March 19, 2003, 10:22:45 am by Khardis »

EmeraldEdge

  • Guest
Re: Overloading weapons
« Reply #7 on: March 19, 2003, 10:21:47 am »
I believe so, all weapons follow the same pattern for overloads.  

TarMinyatur

  • Guest
Re: Overloading weapons
« Reply #8 on: March 19, 2003, 10:41:20 am »
Here's an SFC3 Damage applet.  

Khardis

  • Guest
Re: Overloading weapons
« Reply #9 on: March 19, 2003, 11:23:47 am »
Neat info, guys. Hm... seems I have to configure my ships more closer to the tactics I use, not only generally but with deactivating weapons for optimal power usage.  (D'oh!)

Hm... a corollary question, then, since we seem to be on a roll.
How does shield charge/recharge work?

(I haven't seen a shield power chart as we've seen with a weapon damage chart either, so I'd appreciate being pointed in the right direction.).
 

Khardis

  • Guest
Overloading weapons
« Reply #10 on: March 19, 2003, 06:21:25 am »
I see several references to 'firing overloaded weapons'.

I recall that was a feature in SFC2, but I have not seen it yet in SFC3, unless it's referred to by putting more power into primaries/heavies than the minimum in the power allocation menu.

However that doesn't trigger the old 'you must fire' thing, and besides, I am not entirely sure what the effect is of putting more power into a weapon system in the power allocation screen anyway - higher damage, faster charging rate, what?

Inquiring minds wants to know how to blow s*** up.

Regards,
Me
 

Firestorm

  • Guest
Re: Overloading weapons
« Reply #11 on: March 19, 2003, 07:31:16 am »
My understanding is, it increases the amount of damage.  It does NOT effect recharge rates or accuracy, only the amount of punch (I think)

Cleaven

  • Guest
Re: Overloading weapons
« Reply #12 on: March 19, 2003, 07:34:46 am »
And what happens when a weapon is underloaded? Does it use a similar equation to the overload?  

sparrsuk

  • Guest
Re: Overloading weapons
« Reply #13 on: March 19, 2003, 07:38:00 am »
I think its been removed from SFC3 unfortunatly.

 

EmeraldEdge

  • Guest
Re: Overloading weapons
« Reply #14 on: March 19, 2003, 08:05:44 am »
I believe the equation has been posted somewhere, but I don't quite remember what it is.  Something like, for every point of power above a standard load you get an extra .5 points of damage, but for every point under you lose a full point.  It could be percentages, I really don't remember.  I'll try and look it up for sure.  

jimmi7769

  • Guest
Re: Overloading weapons
« Reply #15 on: March 19, 2003, 08:57:00 am »
It's in there.  Only affects damage not range or recharge rate.

If you look at the energy sliders there is a green line and a red line.
Any energy expended to charge up to the green line(normal charge) is on a 100% return formula.  In other words, a Fed PH9 takes 2 energy to do it's 4 points of damage.  So if only 1 point of energy gets in there it'll do 2 points damage and so on.

The overload setting is what is inbetween the green and red lines and it works on a 50% efficiency.  So what that means is if you fully overload that Fed PH9 it'll take 4 points of energy but you'll only get 6 points of damage.  

That Clear??  

Khardis

  • Guest
Re: Overloading weapons
« Reply #16 on: March 19, 2003, 10:20:29 am »
Thanks for the replies, people!

That is clear. So references to overloading is to the power slider, and there's none of that mucking around with chance to damage weapons etc.

I guess it works the same way with torpedoes as with disruptors etc. then?
« Last Edit: March 19, 2003, 10:22:45 am by Khardis »

EmeraldEdge

  • Guest
Re: Overloading weapons
« Reply #17 on: March 19, 2003, 10:21:47 am »
I believe so, all weapons follow the same pattern for overloads.  

TarMinyatur

  • Guest
Re: Overloading weapons
« Reply #18 on: March 19, 2003, 10:41:20 am »
Here's an SFC3 Damage applet.  

Khardis

  • Guest
Re: Overloading weapons
« Reply #19 on: March 19, 2003, 11:23:47 am »
Neat info, guys. Hm... seems I have to configure my ships more closer to the tactics I use, not only generally but with deactivating weapons for optimal power usage.  (D'oh!)

Hm... a corollary question, then, since we seem to be on a roll.
How does shield charge/recharge work?

(I haven't seen a shield power chart as we've seen with a weapon damage chart either, so I'd appreciate being pointed in the right direction.).