Zyrxil Zyrxil

SoaSE, a Unit Reference Chart, v1.12 uploaded

SoaSE, a Unit Reference Chart, v1.12 uploaded

Apparently, it's just about enough time after release that everyone feels like they want data presented in chart format ;) So, along with the other threads, here's a reference sheet I made yesterday, of basically, Everything I felt I wanted to know.

That is:
Damage types, Ship/structure types, costs, logistics, abilities, build times, damage, health/shield, etc.




v1.12 up: Updated for 1.1, 1.11, and 1.12; added detailed ability descriptions. Changed a little formatting.

On Google Docs:
http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=0




Download from Mediafire:
http://www.mediafire.com/download.php?rkcyttzwiwf

381,432 views 109 replies +1 Loading…
Reply #26 Top
Carrier Armor Type Is Medium, plz check with game manual and in game data.

Thanks
Reply #27 Top
THanks for the great work. I have a friggin problem, I am playing Advent on a real LONG game. It really seems like Advent's numbers are lower in just about every category as it relates to shield/armour HP. I understand that the psionics of the Advent make up for that (or do they). I didn't realize this going in (it was my first game I just couldn't wait to open the darn box and get it started man - I needed my x4 fix, it's been a long while since MoO, HW and GCI/II). Man, I should have just played TEC. LOL.
Reply #28 Top
Carrier Armor Type Is Medium, plz check with game manual and in game data.Thanks
End of quote


Armor type for carriers is definitely Heavy.




THanks for the great work. I have a friggin problem, I am playing Advent on a real LONG game. It really seems like Advent's numbers are lower in just about every category as it relates to shield/armour HP. I understand that the psionics of the Advent make up for that (or do they). I didn't realize this going in (it was my first game I just couldn't wait to open the darn box and get it started man - I needed my x4 fix, it's been a long while since MoO, HW and GCI/II). Man, I should have just played TEC. LOL.
End of quote


Yeah, Advent definitely depend more on active abilities management, but their designs just look so nice ;)
Reply #29 Top
the dps displayed ingame is off by 0% to ~20% to the true dps, otherwise the charts are quite good.
End of quote


I think you didnt understand what I was implying in my quoted replay, I was implying that your charts are also incorrect by using the in game dps display and not the actual dps.

example:
advent bomber actually does 2.548 dps, not 3 dps.
advent fighter actually does 1.33 dps, not 1 dps.



about capitals and damage increase when leveling, check each entity file for
weaponCooldownDecreasePerc
weaponDamageIncreasePerc


Reply #30 Top
Yep, using those rounded values in the chart results in quite a few mistakes (well, not really mistakes .. but rounding errors ;) Especially for strike craft the data in the sheet can not be used to compare them since the "real" values are quite different).
Reply #31 Top
Can we get this post pinned? Any forum mods out there?
Reply #32 Top
Hmmm.... the Skirantra Carrier maxes out at 6 squadrons but the Halcyon and Sova can go up to 7?!!! WTF. Well, I guess it makes up for the fact that Vasari strikecraft can repair themselves so much faster without even using the Repair Cloud, but that fact is also made up for with the Skirantra and Lasurak both having less antimatter than their equivalents.

Anyway, here are precise stats for strikecraft:

Fighters

Vasari:

Hull - 85
Armor - 3
Damage Per Second - 2.56 Phase Missile
Repair Rate - 0.4
Build Time - 24
Squadron Size - 4
Research: 25% Shield Negation, 20% Damage, 24% Hull, 28% Repair, +4.5 Armor, 8% Speed

Advent:

Hull - 40
Armor - 1
Damage Per Second - 1.33 Laser
Repair Rate - 0.15
Build Time - 16
Squadron Size - 9
Research: 25% Damage, 25% Hull, 25% Repair, +3 Armor

TEC:

Hull - 60
Armor - 1
Damage Per Second - 1.62 Autocannon
Repair Rate - 0.25
Build Time - 20
Squadron Size - 6
Research: 25% Damage, 28% Hull, 20% Repair, +5.3 Armor

Bombers

Vasari:

Hull - 140
Armor - 5
Damage Per Second - 5.69 Phase Missile
Repair Rate - 0.5
Build Time - 30
Squadron Size - 3
Research: 25% Shield Negation, 20% Damage, 24% Hull, 28% Repair, +4.5 Armor, 8% Speed

Advent:

Hull - 75
Armor - 1
Damage Per Second - 2.54 Beam
Repair Rate - 0.15
Build Time - 18
Squadron Size - 7
Research: 25% Damage, 12% Range, 25% Hull, 25% Repair, +3 Armor

TEC:

Hull - 100
Armor - 2
Damage Per Second - 3.28 Missile
Repair Rate - 0.25
Build Time - 25
Squadron Size - 5
Research: 25% Damage, 12% Range, 28% Hull, 20% Repair, +5.3 Armor

The Research lines are the potential for improvement through research, something no one has included in their charts yet.

Strange coincidence, though, that all the races have the same weapon type for their long-range frigates and their bombers. The Range bonuses for TEC and Advent bombers come as a byproduct of that, even though it doesn't do bombers much good. 112% of 2400 is only 2688, and it wouldn't make a difference unless their range somehow got boosted over 3000(flak frigate range!).
Reply #33 Top
the dps displayed ingame is off by 0% to ~20% to the true dps, otherwise the charts are quite good.I think you didnt understand what I was implying in my quoted replay, I was implying that your charts are also incorrect by using the in game dps display and not the actual dps.example:advent bomber actually does 2.548 dps, not 3 dps.advent fighter actually does 1.33 dps, not 1 dps.about capitals and damage increase when leveling, check each entity file for

weaponCooldownDecreasePerc
weaponDamageIncreasePerc
End of quote


No, I understood fine, I just haven't gotten around to fixing it. Thanks for the cap ship info though.


The Research lines are the potential for improvement through research, something no one has included in their charts yet.
End of quote


Well I have it for colonies, it's just a much bigger pain in the ass for everything else. Hull, Armor, Range, Speed, Damage, RoF, it's just so much for each ship, I don't even know how to fit it all in.
Reply #34 Top
Can I make a request to have the pirate ship names/types listed in the Frigates, etc sections?
Reply #35 Top
Question, if i understand the whole chart thingy right, fighter squadrons should be very effective against LRM's? beside the advent ones? doing 200% damage?

Edit: Great chart with a lot of info, thanks!
Reply #36 Top
Fighter Squadrons are good against all LRMs. Illuminators only have a different damage type, not armor type.
Reply #37 Top
Oh, sorry, looked at the wrong place, still find these charts a big confusing but i think am getting the hang of it now.
Reply #44 Top
This is an excellent chart.

One request I do have is for someone to provide acceleration, max speed, and turning speed of all units. Currently, I can only do empirical tests by "racing" my ships from one side to the other side of the grav well. I'd be grateful if someone can dig up the numbers.

MODS: Please sticky this. This chart is much more informative and accurate than the one currently up there.

Reply #46 Top

Pinned. Thanks! Awesome chart!

Reply #47 Top
Fighters

Vasari:
Research: 25% Shield Negation, 20% Damage, 24% Hull, 28% Repair, +4.5 Armor, 8% Speed

Advent:
Research: 25% Damage, 25% Hull, 25% Repair, +3 Armor

TEC:
Research: 25% Damage, 28% Hull, 20% Repair, +5.3 Armor


Bombers

Vasari:
Research: 25% Shield Negation, 20% Damage, 24% Hull, 28% Repair, +4.5 Armor, 8% Speed

Advent:
Research: 25% Damage, 12% Range, 25% Hull, 25% Repair, +3 Armor

TEC:
Research: 25% Damage, 12% Range, 28% Hull, 20% Repair, +5.3 Armor
End of quote

Someone doesn't know how to read the research window...
The correct values are:

Fighters

Vasari:
Research: 30% Shield Negation, 20% Damage, 30% Hull, 30% Repair, +5 Armor, 8% Mass Reduction

Advent:
Research: 30% Damage, 30% Hull, 30% Repair, +4 Armor

TEC:
Research: 30% Damage, 30% Hull, 30% Repair, +6 Armor


Bombers

Vasari:
Research: 30% Shield Negation, 20% Damage, 30% Hull, 30% Repair, +5 Armor, 8% Mass Reduction

Advent:
Research: 30% Damage, 12% Range, 30% Hull, 30% Repair, +4 Armor

TEC:
Research: 30% Damage, 12% Range, 30% Hull, 30% Repair, +6 Armor
Reply #48 Top
So the second level of those early techs provides a permanent boost while only the other level's value gets replaced? :p

Mass Reduction is another name for Speed boost.
Reply #49 Top
pesky theres 3 different research files for phase missiles negating shield, each with 2 upgrades of 5%, meaning it adds up to 30%. I never realized until now why you mentioned that the vasari +damage from culture is 11% a few times, when its 15%.

basically every upgrade is added to the final value.
Reply #50 Top
No, you were just reading only the 1st level of the last tech in each upgrade line.
For example, most weapons have 3 tiers of upgrades with 2 levels per tier; each level gives +5%. When you read the 1st level of the 3rd tier it will only show +25%, it's only after you buy/queue that first level that you will be able to see the 2nd level giving the full +30%.