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Full Version: Discovery Player Base Guide
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The Defense turrets that were built before the update have changed to Array MKI, means they have cruiser pulses and battleship secondaries.
If i decide to build a defence module, can i supply it with Black Market Munitions instead ? Or does it have to be specifically Munitions ?
Specifically Munitions.
Nice guide. One thing you could add is a "Minimum Prize for each Module" if you would buy the required components for their cheapest price available.

Found nothing else i could add to the guide; thanks for this.
I'm curious about damage to shields. Does it matter what sort of weapon is used; which damage stat of a weapon is used, the damage to hull stat or the damage to shields stat? In other words, is it advantageous to use weapons designed to inflict shield damage or do base shields not recognize the difference between weapon types?
Base shields aren't the same as normal ones - they don't exist as a separate healthbar for the base. When the shield is active, all damage to the base is reduced to 1% of what an unshielded base would receive.
So, there's basically no point to firing on a base shield except to activate it so that it consumes resources until the resources run out and the shield goes down?
Unless you are dealing enough damage to overcome what is being repaired, all you are doing is wearing out the fuel and repair commodities over time.
' Wrote:Nice guide. One thing you could add is a "Minimum Prize for each Module" if you would buy the required components for their cheapest price available.

Found nothing else i could add to the guide; thanks for this.

Interesting thought, would give a base line on the cost of each module. Thanks for the suggestion.
' Wrote:So, there's basically no point to firing on a base shield except to activate it so that it consumes resources until the resources run out and the shield goes down?

A base that is shielded will use 1125/900/675 fuel each hour as long as the shield is up, depending on which kind of fuel you use, so it's hard to make that resource run out.

To take down a base you basically have to deal enough damage to overcome the basic repairrate of the base, as SummerMCLovin said, which boils down to:
(3750 x baselevel x amount of repair commodities - (18,75 + 18,75 x baselevel)) each second,
or you will have to make enough damage to have it run out of repair commodities.

Correct me if i'm wrong.

Regards,
Talesin
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