A analysis of beam weapons

Broken beam weapons?

I was intending to do an analysis of beams vs missiles but I realized analysis is complicated by the fact that efficiency of defense needs to be taken into account as well, so I shelved the project because I hadn't gotten defense stats yet.

Instead what I'm doing is to analyze beam weapons only.

Premise 1: The relevant criteria for comparison between beam weapons is DMG/Size component. Because of the way the combat system works, a weapon with a higher DMG/Size component ratio is always superior because you can get a higher overall attack by filling the hull with that weapon.

E.g A laser with damage 1, size 5 = 0.2 Dmg/Size is superior to something with stats damage 2, size 20 = 0.1 Dmg/size because assuming the same hull size say 100, filling it all with the first will give you a higher attack (20) then filling it with the second (10).

Sidenote 1: In some cases, a weapon that has a small raw size, is a better choice even if it has a lower dmg/size ratio, because of limited space. If you have space for a 10 size weapon, a 12 size weapon is useless even if it has a high dmg/ratio. This shall be ignored.

Premise 2: Higher tech beam weapons, should have a higher Dmg/size ratio. Because you spend research points to get new weapons, the higher tech beam weapons should have a higher dmg/size ratio, otherwise you are worse off. Another point to note is that since the BC cost of beam weapons increase (or at least remain the same as the last tech) as you go up the tech levels (one exception see later), this means that any newer tech weapon that has lower or even equal dmg/size ratio then the prior one is counter productive since even ignoring the research paid, it is at least as expensive ($$ speaking) to build if not more so that the precusor tech.

Methodology :

A) I calculated the size of each weapon component across all hull sizes and at the following minituraztion levels ,none, 40% and 115%

B) Divided the damage by the size.

C) Ran down the beam techs for each category (hull size + miniaturization bonus) and highlighted examples where the DMG/Size fell compared to the prior one. Such weapons are 'broken' for that hull size+miniaturization bonus.

Findings

1) For beam weapons there was one obviously broken weapon. Subspace blaster. In terms of dmg/size ratio it is way inferior to the prior 3, Disrupters I, II and III , across all hull sizes and miniaturization techs. It is obvious enough if you just look at the stats even without calculating dmg/size. It has lower damage, higher base size (same as disrupter I) and equal scaling factor as disrupters I II and III. It is not strictly inferior to Disrupters III though, because subspace blasters cost less (65 vs 70), but it is strictly inferior to disrupters I and II, which cost the same (65 for both).

2) Phasers IV appears to be a weapon that is broken in some settings. For a tiny hull with no miniaturization, Phasers IV has a lower DMG/size ratio than phasers III (0.524 vs 0.532). At small hull, Phasers IV is just 0.001 better, so it's practically broken as well, Considering that phasers IV cost 5BC more.

At 140% miniaturization the same thing occurs, and phasers IV are worse than phasers III with tiny hull.

3) Particle beam II is also another weapon that is practically broken with medium and huge hulls (0% minituration), small,large,huge (140% minituraztion), all hull sizes (115% minituraztions) because particle beam II is just between 0-0.005 better.

Conclusions

Subspace blasters are useless.

It is usually optimal to not stop at particle beam II since it can be inferior to particle beam I (from space weapons). Similarly phasers IV is not a good point to start if you are using only tiny and to some extent small hull sizes.

In terms of greatest jump between techs, the jump from Phasers IV to disrupters I, leads to the highest improvement in dmg/size , no doubt helped by the 2 point damage jump. I'm not sure at what point it is optimal to stop when taking into account research efforts, should I calculate dmg/size per research point ?

Not many earth shaking conclusions so far, and it's unlikely that people who have researched to phasers IV are using primarily tiny/small hulls, but the analysis of missiles which i will start in another thread is a bit more interesting












7,283 views 10 replies
Reply #1 Top
oops the comment of subspace blasters versus disrupters I and II is wrong. Subspace blasters are not strictly worse, because it cost only 60 (not 65) and is cheaper than all disrupters. Still not cheap enough though, if you ask me for the power downgrade.
Reply #2 Top
Why in the world would you put phasers on tiny hulls?
Reply #3 Top
Why in the world would you put phasers on tiny hulls?


If you want a higher damage rating I suppose...

Anyway I think you brought up some good points and I will take your advice (I usually focus on missle weapons now though).
Reply #4 Top
Why not? given that lasers scale the most with hull size, intution might tell you that lasers rock for small,tiny hulls...

But wait for the mass drivers results, it has some pretty interesting results ....
Reply #5 Top
I personnally use small hulls later in the game. I find that a small hull combined with maximum miniturization with powerful weapons is a great support system for planet defense. I usually defend my planets with these type of ships since they are cheaper to maintain. Since I can put more weapons and defenses on them, they are relatively a good choice for the job. I then create fleets of medium (sometimes large depending on what other races are supporting) ships in large formations to protect my outer bounderies and for front line attacks. The conclusion to my strategy is that I am able to have more attack fleets with superior ships because I am not weighed down at home with big expensive ships. If an enemy ship does slip past my defenses, I can pull my ships from several planets to create a large temporary fleet to protect my inner sanctum. Works for me at least. This of course only works later in the game when miniturization is maxed out or close to it and I have researched high end weapons.
Reply #6 Top
I notice you left out the ultimate beam weapon, the Doom Ray. How come?

I always go for the Doom Ray as my first real weapon. I don't even build a ship until I have it.

Reply #7 Top
Why in the world would you put phasers on tiny hulls?


Better escorts? You want them to kill whatever's attacking the ship they're escorting, right?

I always go for the Doom Ray as my first real weapon. I don't even build a ship until I have it.


??

On what difficulty level are you playing that you can get away with that?
Reply #8 Top
I notice you left out the ultimate beam weapon, the Doom Ray. How come?


Not much to say about the ultimate weapons , they have clearly the highest DMG/SIze ratios for their class and show a big improvement from the next best weapon. But you need to consider the research effort needed, something dmg/size ratio does not take into account, so I cannot say if it is worth it going for doom rays.

But if you play evil, psyonic beams are the next best weapons after doomrays, and psyonic beams are way cheaper to research and cost the same in $ as doomrays.
Reply #9 Top
So from a modding standpoint to bring subspace blaster into line we would need to bring that tech down to between phasor VII and disruptors yes? Interestingly, when looking at GC2types.xml, that is exactly where it's placed, even the internal name is phasor7 (phaser0 being the first phaser). The other way would be to increase the power of subspace blaster to make it fit between disruptor III and subspace annihilator (I wonder what ever happened to that weapon, seems to be missing? The tech is there, just no weapon). I opted for option 1 and have changed my tech tree mod. Thanks for the heads up, I'll be interested in your conclusions for the other 2 weapon types as well.
Reply #10 Top
Yes, the dmg/size ratios and cost of subspace blaster seems to suggest it should be sloted after phasers but before disrupter. But you would have to lower the research cost as well.