capital ships have the lowest damage potential and highest SURVIVABILITY of any ship other then support frigates (repair ship, flak ship, etc)...The damage potential is as following:1. Attack cruiser2. Long range frigate3. Base frigate4. Attack Capital ship (the leftmost capital ship design)5. Support capital ship (the other 4 capital ship designs)6. Support frigates, repair, colonizer, flak, etc...Sure as a single ship a capital does more damage... but 50 logistics worth of ships will deal much more damage... a single capital ship vs 50 logistics ships is likely to win since it will survive longer, but in huge battles (several capital ships and many small ships) victory often lies on focusing on their weaker craft.Ofcourse at very high levels the capital ships become much more potent.I find in battles I win much more readily by focusing fire on the enemy's weakest craft first, each craft killed lowers the overall damage potential.Shield mitigation does not decrease the effectiveness of focused firing. It provides a percent damage reduction that is on weather then shields are on or off... only bypassed by the vasari phase missles.By researching certain tech's shield mitigation can be increased, as well as by using certain ship abilities.So if you fire 50 damage worth at a ship with 10% shield mitigation it will take 45 damage. it has nothing to do with how many ships are firing at it.Sometimes focusing fire on the enemy capital ship makes PERFECT sense, because you want to finish it off quickly... So feel free to do it, don't worry about any mitigation, you are SUPPOSED to focus fire.Armor provides flat mitigation. So a rapid fire low damage weapon is very effective against unarmored targets.EX: Weapon A shoots 10 bullets doing 5 damage each (50 total damage). a target with 4 armor takes 5-4 damage per bullet, or 10 damage total.Weapon B shoots a single bomb that does 30 damage... it will hit that target for 30-4=26 damage... so a high armor target is better assulted with bombers and the like, a low armor target is better assulted with fighters.The AI already automatically chooses a reasonable attack target for each ship...That is, your bombers will ALWAYS attack high armor targets first, and the fighters will always attack low armor ones first... same with LRM and other such ships...A ship can be a member of multiple groups... by using ctrl+# you assign group numbersBy assigning all ships to group 1, LRMs to group 2, and capitals to group 3, cruisers to group 4, etcyou can easily give orders such as "all ships attack this ship" by clicking 1 and then right clicking a ship...Or "all ships attack this capital ship but LRM attack the flak frigates" by clicking one (select all ships), right clicking on his capital, then clicking 2 (select only LRM) right click a flak frigate (cancel current order and attack flak frigate), then shift right clicking all the other flak frigates (shit+order means "after finishing current order do this")
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The damage potential is as following:..."
Here are some specific attack-for-supply ratings calculated by this formula -
(Damage-Per-Second * 10)/Supply CostCobalt Light Frigate: 19
Javelis LRM Frigate: 27.5
Percheron Light Carrier(w. Bomber Squad): 20.5
Kodiak Heavy Cruiser: 18
Kol Battleship(Basic): 10.25
Kol Battleship(Level 6 w. Gauss Turret & Bomber Squad): 20.6
Marza Dreadnought(Basic): 10.9
Marza Dreadnought(Level 6 w. Bomber Squad): 17.45
Sova Carrier(Basic w. 2 Bomber Squads): 13.16
Sova Carrier(Level 6 w. 5 Bomber Squads): 25.38
So Capital Ships are quite lousy when they are new, but after leveling up, they become dangerous. Especially carriers, because strike craft seem to have a hellish damage-dealing ability. And the Sova gets these results with TEC bomber squadrons, which are the weakest.
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Shield mitigation does not decrease the effectiveness of focused firing. It provides a percent damage reduction that is on weather then shields are on or off... only bypassed by the vasari phase missles.
By researching certain tech's shield mitigation can be increased, as well as by using certain ship abilities.
So if you fire 50 damage worth at a ship with 10% shield mitigation it will take 45 damage. it has nothing to do with how many ships are firing at it."
10 Damage = 1% Shield Mitigation increase. So 50 damage = 5% Mitigation = 47.5 actual damage.
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Armor provides flat mitigation. So a rapid fire low damage weapon is very effective against unarmored targets.
EX: Weapon A shoots 10 bullets doing 5 damage each (50 total damage). a target with 4 armor takes 5-4 damage per bullet, or 10 damage total.
Weapon B shoots a single bomb that does 30 damage... it will hit that target for 30-4=26 damage... so a high armor target is better assulted with bombers and the like, a low armor target is better assulted with fighters."
Nope. This has been hacked over elsewhere. 1 Armor provides a 5% increase to effective hit points. In other words, if you do 100 damage to a target X with 5 Armor, then 100 damage is 125% of what will actually damage the ship, resulting in 80 actual damage. The Armor system is completely different from the Shields system.
Armor Types have nothing to Armor or Shields. They are completely independent and are set on a unit-wise basis, and do nothing but add modifiers to the total damage hitting the armor. A Vasari Bomber has Light Armor but has a rating of 5, while a Vasari Skarovas Enforcer heavy cruiser has VeryHeavy Armor but has a rating of 4.5.
The entire system is amazingly complex, now that people have dug up the figures and revealed the machine that runs underneath the flashy graphics.