Vasari Nano Weapons Jammer (Tactical slot)


How do you guys feel about the Vasari's Nano Weapons Jammers--both the tactical structures and as a capital ship ability?  So far the Nano Weapons Jammer tactical structures seem to be doing an excelleng job of helping me defend my bottleneck planets.  I'm not sure whether it's as effective as a capital ship ability.

What would happen if you surrounded a planet with them (at two tactical slots per jammer you could have up to 17 around a single planet) and then fired them off manually once a large enemy fleet arrived?  (If they're on auto they'll discharge whenever an enemy scout vessel enters the gravity well, wasting good antimatter.)  Would the enemy fleet be rendered almost helpless, allowing your fleet to eviscerate the enemy fleet with impunity?



5,477 views 11 replies
Reply #1 Top
I have problems with the facility spamming on enemies who already have the debuff. Because of this, you can dry out the weapons jammers by putting in a few scouts to soak up the antimatter.

Other than that, they're pretty cool with max upgrades.
Reply #2 Top
I won't let mine auto-fire; I fire them myself. What I'm wondering is, how effective are they? Is there a certain number of ships that each shot disables and how long does the effect last once they've received their maximum research upgrade? The area of effect radius is pretty large.
Reply #3 Top
One of the best use of tactical slots.

The nano jammer fire rate by 30% and planetary bombardment fire rate by 45% when fully upgraded.

Here what I do to see how much damage does it reduces.

Fire rate

100% = X
130% 1


X = new damage in that same amount of time. If we said that it toke a 100 seconds for an enemy ships to fire it weapons, then we can say that a 30% increase would produce 130 seconds. What we are looking for, is the amount of damage need, to equal the amount of damage do by the increase in the time need to fire those weapons.

In other words how much of a damage decrease, do I need to equal the same amount of damage I would do over time, if I had increase the time between each slot.

If you do the math, It comes out to some were around 77%, which is reducing the damage by 33%. This is the same as Phase Barrier with out turning of the building that it is protecting. It also work to help protect worlds from caps(as long as you use it on caps).
Reply #4 Top
why bother reducing an enemy's damage instead of just destroying the enemy? every resource point used to build nano jammers could also have been used to build ships that can attack invaders. this seems like an inefficient use of resources because it does not accomplish your own goals, it only (slightly) hampers your enemy's goals.
Reply #5 Top
why bother reducing an enemy's damage instead of just destroying the enemy? every resource point used to build nano jammers could also have been used to build ships that can attack invaders. this seems like an inefficient use of resources because it does not accomplish your own goals, it only (slightly) hampers your enemy's goals.
End of quote


There's something to be said for not upping your fleet logistics and instead launching an attack with a notable advantage and winning that way, maybe losing a couple more ships, but having it much easier to recoup from the battle.
Reply #6 Top
It has a very, very large range, and can effect more then one ship, that why. When has the Missile platform had that big of a range, and when has the bomber hit that many ships at the same time.

But the ideal is to buy time for help to come and attack the enemy fleet.
Reply #7 Top
why bother reducing an enemy's damage instead of just destroying the enemy? every resource point used to build nano jammers could also have been used to build ships that can attack invaders. this seems like an inefficient use of resources because it does not accomplish your own goals, it only (slightly) hampers your enemy's goals.
End of quote


...because you only have so many fleet supply points and can only have so many ships at any one time. I thought that a group of six around one of my planets did an excellent job of helping my bottleneck defense force beat up on a large invading force.

What I'd like to know is: How many enemy ships get jammed per discharge? Are two (2 point tactical slot) nano jammers better than one (4 point tactical slot) hanger defense?

Reply #8 Top
fleet supply isn't nearly as limited a quantity as you make it out to be. it is trivially easy to keep a reserve of unspent fleet supply on hand for the specific purpose of responding to attacks by building ships. you DO NOT need to have every single point of fleet supply used up in your main fleet.

keep in mind that you don't actually have to keep the ships built at all times. you will construct them using frigate factories on location when they are needed and they you will scuttle them when you're done with them and no longer under threat of attack. you can get a huge amount of work done with as little as 50 or 60 fleet supply.

and for your troubles, you've gained by far the most effective response to an attack, which is a custom made counter attack. you'll destroy or chase off attackers without having to recall your main fleet and take pressure off the enemy. additionally your large network of frigate factories distributed throughout your territory can be instantly re-purposed for offensive purposes when you need to press the attack on your enemy and supply a steady stream of reinforcements to the front.

the advantages of frigate factory defense are many and the disadvantages are nearly nonexistent. on the other hand no fixed defensive platform will ever do anything except suck up resources while merely delaying your enemy. you want to destroy his fleet, not delay it. you don't ever want to recall your main fleet for defense, thats called losing.
Reply #9 Top
These things are the one piece of Vasari research that I have never, ever, ever tried. They just don't strike me as worthwhile. Phasic Barriers provide me with all the time delay I have ever needed.

Has anyone actually ever had these things make a large difference?

Between hangars, repair bays, and a phase stabilizer for quick travel, I don't really have much room left typically.
Reply #10 Top
I did the same thing as you did Itharus, but changed after giving the Nao weapon Jammer a go, I just began to use it more and more. It reduces the same amount of damage as the Phasic Barrier, help protect planets, and does not turn off your Logistics buildings. It at it best against caps.
Reply #11 Top
Hhhm.

I guess I'll give it a shot. Sort of on an Advent learning kick at the moment though, lol!