Not according to ship entity files. Bombing projectiles have only the property "projectile" and are missing the DamageType "Energy".
InfiniteVoid
[quote who="Cpt_Siddy" reply="9" id="2096823"]Halycon is advent dreadnought class. [/quote] I disagree. The Halcyon serves as the Advent's capital carrier (it even states so in the infocard - "Halcyon Class Carrier"). Amplify Energy Aura affects only energy weapons, not the Kinetic Bolts used for bombardment ("energy" being Advent lasers, beams, and plasma weapons - TEC lasers, Vasari Pulse Guns, and Wave Cannons are not affected by this aura). If that's not enough, out of all the Adv
Shield Mitigation is a shield trait which completely nullifies a percentage of damage taken. It constantly decreases at a steady rate, but if the ship is taking damage fast enough, mitigation will increase. It will max out for frigates at 57%, capital ships depending on their level (65% at level 1, +1.11% for each level, up to 75% at level 10). For Advent ships, they have the potential to be the given figures +10% (+4% from mitigation research, +6% from maxed culture research - in theory, a l
In light of updates, some of the data in the manual is inaccurate (for example, the Sova supports a maximum of 6 squadrons, manual says 7). The SoaSE Wiki gives the initial number of squadrons, plus how many the capital gains per level. However, keep in mind that you must round down the number given to find the actual number of squadrons. For example, the Radiance is listed as having 0.8 squadrons at level 1, gaining 0.2 squadrons per level. This means it starts off with no squadrons
From what I understand, 1. Ships within the radius of a Guardian's Shield Projection (this also includes structures) will have 33% of all damage they take directed to the Guardian using the ability. 2. The Guardian stops using Shield Projection by the time its shields are depleted. It will not use SP when its shields have depleted or are near depleted. 3. The Progenitor recharges the shields of the Guardians themselves, therefore allowing the Guardian to continue using
Capital ships have their full ability to repel enemy culture at friendly gravity wells, half when in neutral gravity wells (includes uncolonizables and unowned planets/asteroids), and no replusion in enemy gravity wells.
[quote who="Ron Lugge" reply="10" id="2084869"]Er, I don't think that's right. You can claim bounty you placed on your opponent.[/quote] Try it in a 1v1 and dump some bounty on your enemy. Bounty should never drop provided pirates or militia forces do not claim it.
[quote who="-Ue_Carbon" reply="25" id="2073545"]Or armor penetration. Since with better targeting they can hit weak spots.[/quote] That's already covered by the Cielo's Designated Target (target takes 40% penalty to damage reduction).
[quote who="xploseve_12b" reply="1" id="2083989"]So if you put a bounty on a player, then start killing his stuff, you would be getting your own money back, thus lowing the bounty on him.[/quote] Not true. You cannot claim bounty you placed on a player: you can only claim bounty that other players placed. In other words, the only way to shed bounty is to lose stuff - anything you own, no exceptions. Of course, higher leveled capital ships will be worth more than a trade ship o
Vasari culture bonus provides a bonus to damage dealt: 15% after all four upgrades to culture spread rate are researched.
The Severun Overseer's Reactive Nanite Armor provides the affected ship with 200 hull points instantly and a bonus of 2 armor points. This ability is stackable to a maximum of normal max hull + 200, so ten Overseers can replenish 2000 hull points in a very short time. The armor bonus lasts for 60 seconds or until the added hull points are depleted. All the Overseer can do is prolong the lifetimes of your ships with RNA and its other two abilities are unrelated to carrier combat. As fo
The Space Elevators are probably just transportation hubs, judging by the number of ships that constantly move between them (except for asteroids, which don't have a large enough population to sustain 2 of these Elevators). An approximate ratio of Elevators to population is between 1:19 and 1:20.
This effect becomes most noticeable when lots of ships become involved (not just visible ones, but trade ships milling about off-screen, for example). My guess is that the capital ships are programmed to acquire their targets first, and heavy cruisers near the bottom of the list.
Well... it doesn't seem to work well as a multiple of a certain population... Considering that asteroids have 20 population, and fully upgraded terran planets (except for research) have 280 population (ratio of 1:14), its difficult to determine a reasonable number for what 1 population represents. Earth, as we know already, is a terran planet, and has about 6.76 billion inhabitants as of February 2009 (projected to level off at 9 billion). With that, 1 population would represe
Only "Planet Bombing Damage" for capitals and seige frigates are not damage over time figures -- off the top of my head, everything else is except for abilities.
Its well worth the fact that its extraction rate is the same as a built extractor at 133% alleigance.
Having a Progenitor to propogate that damage will help, since damage suffered by any of the affected ships will be redistributed amongst them. One ship taking the full 2k damage will result in that ship plus up to 23 others taking 600 more damage after Malice expires. For Provoke Hysteria, its 1% damage per second, which is far faster than what any capital can bombard on 6k HP planets outside of abilities (unlike other weapon damage figures, planet bombing damage is NOT damage
From what I've seen in the past, your allies get nothing except increased alleigance.
Rapture only returns the damage recieved by ONE ship... its an ineffective deterrent for Missile Barrage.
I've done it with v1.05, captured about 20 pirate ships but still got the achievement in the end.
Four "Holy Trinities" supplemented by the Halcyon's Amplify Energy Aura and their combo cooldown times shortened by Guidance looks lethal enough... BTW, Rapture allows you free frigates if you can get one to level 6, since the GBoGH achievement restricts you only from building frigates and cruisers, so Domination gets you a few free frigates.
Does anyone know if light carriers are also subject to the "Reduced Construction Times" penalty capital ships are also subject to? For those who aren't aware or don't completely know what this is, it doubles the time necessary for a capital ship to build one strike craft when it is in combat (i.e. taking and dishing out damage). It can also partly explain why capital squadrons replace themselves so slowly: their host often rushes into combat unless specifically ordered to avoi
The days immediately after 1.1's release, the stacking bug DID allow such stacking to occur... its just that there are more... lethal... abilities which were stackable (Shield Disruption x 10 = 100% penalty to shield mitigation).
Not to mention the fact that the Cobalts are perfect for carrier-killing, so without any other ships higher on their targeting list (Light Frigs pretty much always go after Flak first), they chase your carriers first. If you've got Distortion Field researched, definitely micro them so you keep as many Hoshikos out of combat as possible. Skirmishers with Interference can inhibit them by doubling AM cost (doubling cooldown time isn't as effective, since the cooldown for Repair Bots is s
Like any other HC, Crusaders are best tasked to anti-LRF operations, and should be used in pretty much the same proportion as any other HC.