Staredit Network > Forums > Games > Topic: OGame
OGame
Feb 2 2011, 7:57 pm
By: poison_us
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Feb 9 2011, 12:53 pm MadZombie Post #81



I didn't hear anything about making defences so it looks like I'm going torush everyone who thinks like you. wololololololo



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Feb 9 2011, 1:25 pm BeDazed Post #82



Well, defenses are usually useless early on. It's usually better to spend and let it hit while you send your fleet away on an attack mission. <_<



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Feb 9 2011, 3:16 pm NicholasBeige Post #83



Quote from BeDazed
I prefer teching straight to large cargoes though. Much easier farming off inactives.

Only until you research Impulse Drive level 5. Then your small cargoes become twice as fast.

When you raid someone, you can only take 50% of what they have. So, it becomes more effective to attack someone twice with more control over your cargo capacity - then to attack him twice, with slower ships and less control.

theoretical example


actual combat reports



Small Cargo's also have the added benefit of a fodder-type ship. In larger battles when you have to overcome someone's defence: if you lose a Large Cargo, you lose 25,000 possible resources - but if you lose 3 Small Cargo, you'll only lose 15,000 possible resources.

Post has been edited 1 time(s), last time on Feb 9 2011, 3:46 pm by Cardinal.



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Feb 9 2011, 3:43 pm poison_us Post #84

Back* from the grave

I've about got cruisers, so I don't think I will need too many fodder ships. Just send a cruiser or two with a few cargoes.
Also, I'd prefer many small cargoes over few large cargo (same cost), because if one large cargo happens to get targetted, you can lose 25,000 loot, whereas to lose the same amount of loot, the defender would have to target 5 smalls. 5 smalls have integrity of 20,000 (base) vs. one large's 12,000 (base), and have double the shield strength. Sure, it would cost more to make smalls, but they can also be spread out more (as is mentioned by Cardinal).

Quote from name:Cardinal
When you raid someone, you can only take 50% of what they have. So, it becomes more effective to attack someone twice with more control over your cargo capacity - then to attack him twice, with slower ships and less control.
So you can only take half their resources? Did not know that, but makes sense. I never came back with full cargoes.





Feb 9 2011, 3:52 pm NicholasBeige Post #85



Yep, the theoretical loot (as worked out by speedsim etc), is 50% of what is on their planet at the moment the attack lands. This is further subdivided based on the possible cargo capacity of the raiding fleet. This article provides some info on it: http://ogame.wikia.com/wiki/Raid - but I don't think it is 100% accurate.

The only other thing you have to take into account regarding Small Cargo vs Large Cargo - is the rapid fire they recieve from other ships. Most notable Heavy Fighters and Battle Cruisers. But, since hardly anyone uses Heavy Fighters these days - except the uber pros - it's a relatively safe bet to go 100% Small Cargos and maybe a few Large Cargo for fleetsaving your resources, if you're stockpiling.



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Feb 9 2011, 3:53 pm OlimarandLouie Post #86



Exactly how destructive is a Death Star? They take 10 weeks to build :devlin:



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Feb 9 2011, 3:56 pm NicholasBeige Post #87



Their nicknames are Rest In Pieces. If someone comes at you with Death Stars - you might as well gg.

http://websim.speedsim.net/ - Play around with this. Death Stars obliterate most things below destroyers.

58 Destroyers lose to 1 Death Star.
60 Destroyers beat 1 Death Star - with profitable losses sustained.

143 Battleships lose to 1 Death Star
150 Battleships beat 1 Death Star - with profitable losses sustained.

So while they are extremely devastating, they are not unbeatable. If someone starts making them though, you better fleetsave extra carefully. They can also destroy moons :D

Post has been edited 1 time(s), last time on Feb 9 2011, 4:02 pm by Cardinal.



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Feb 9 2011, 5:19 pm poison_us Post #88

Back* from the grave

So, my plans are to get 1 Death Star, and get it destroyed by 1 Light Fighter.

Then complete like 5 others, and rape face.


Quote from OlimarandLouie
Exactly how destructive is a Death Star? They take 10 weeks to build :devlin:
Rapidfire against Small Cargo: 250
Rapidfire against Large Cargo: 250
Rapidfire against Light Fighter: 200
Rapidfire against Heavy Fighter: 100
Rapidfire against Cruiser: 33
Rapidfire against Battleship: 30
Rapidfire against Colony Ship: 250
Rapidfire against Recycler: 250
Rapidfire against Espionage Probe: 1250
Rapidfire against Solar Satellite: 1250
Rapidfire against Bomber: 25
Rapidfire against Destroyer: 5
Rapidfire against Rocket Launcher: 200
Rapidfire against Light Laser: 200
Rapidfire against Heavy Laser: 100
Rapidfire against Gauss Cannon: 50
Rapidfire against Ion Cannon: 100
Rapidfire against Battlecruiser: 15

Structural Integrity: 9.000.000 + (900.000 * upgrades)
Shield Strength: 50.000 + (5.000 * upgrades)
Attack Strength: 200.000 + (20.000 * upgrades)
Speed: 100 + (30 * upgrades)
Cargo Capacity: 1.000.000 units
Fuel usage (Deuterium): 1


So, from my understanding, since the % to rapidfire against a target = 100(r-1)/r, the lowest percentage to rapidfire against a target is 100(5-1)/5 = 100*.8 = 80% against a Destroyer. You'd better hope your Destroyer has at least 200,000-(500+50s+11,000+1,000h) upgrades, where s = shield and h = structural integrity (aka: Hull). And that's if you happen to be lucky and get the 1/5 chance of no rapidfire.

Also, does rapidfire have a limit as to how many times it can shoot, other than its percentage and the victim's integrity/shield?

Furthermore, when ships' drives are upgraded (combustion --> impulse @ level 5, impulse --> hyperspace @ level 8), A) Does this stack across drives (combustion --> hyperspace at 5 impulse and then 8 hyperspace), and B) do the ships' speed upgrade with the original drive? For example, does a small cargo with impulse drives still upgrade its speed based off of combustion? I sorta expect the answers for both of these to be no, but I wouldn't be surprised if A) was correct.


Post has been edited 2 time(s), last time on Feb 9 2011, 5:50 pm by poison_us. Reason: Fixed up the line :hurr:




Feb 9 2011, 10:15 pm NicholasBeige Post #89



Rapid-fire is lethal. It pretty much guarantee's your ship to attack twice, if not three times in a single round provided that it has targeted an enemy ship or defence which it has rapid fire against.

It is the 'hard-counter' in oGame. And since you don't care about SC2 I'll elaborate. Combat takes up to 6 rounds, and within each round, each attacking ship will select a random defending ship or defence and shoot at it. If the attacking ship has rapid fire against the target it chose, there is a further chance (determined by the Rapid fire rating) that the ship will fire again, but this time picking a new target. So, if the enemy fleet consists of one ship-type, the attacking fleet will have crazy rapid-fire and most likely come out on top. As soon as the attacking ship picks a target against which it has no rapid fire - it ends its round there.

Ships and defences are not removed from combat DURING the round, however. So it is possible for a ship to qualify for rapid-fire, then retarget, but actually target a ship or defence which has already been destroyed - effectively wasting the shot. This was actually a bug in the early oGame days, but it has become a part of game-play as the major catch which stops Rapid Fire becoming too powerful.

So, to counter rapid-fire, you put fodder in your fleet compositions. Instead of attacking someone with 20 cruisers, you would attack him with 20 cruisers and 50 light fighters. Or, another example, you don't build a fleet 100% out of Battleships because Battlecruisers kill them at a 2:1 ratio - due to rapid fire. Knowing which ships have rapid fire against which other ships, is the real strategy in oGame other than simply being active and paying attention (espionage/rankings).

In short:
Cruisers kill Light Fighters
Heavy Fighters kill Cruisers
Battle Cruisers kill Battleships and Heavy Fighters
Destroyers kill Battle Cruisers

And since ships target each other randomly, a fleet consisting of 90% Light Fighters and 10% Destroyers, will effectively mean that the Light Fighters will take 90% of the incoming damage. Which is a good thing when none of your opponents ships have Rapid Fire against Light-Fighters, but a bad thing if the opposite is true.



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Feb 10 2011, 1:01 am NudeRaider Post #90

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

This game needs focus fire.




Feb 10 2011, 10:08 am BeDazed Post #91



Who wants a batch of 50k metals that I don't need?



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Feb 10 2011, 10:42 am DevliN Post #92

OVERWATCH STATUS GO

Good lord, I only have room for 40,000, otherwise I totally would.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 10 2011, 11:49 am NicholasBeige Post #93



Send them my way please :)... I'm getting frustrated at how slow Hydra is. I started an account in Electra which runs at 4x normal speed and I'm already on 3 colonies and 100 Small Cargo's!

Edit: I'm at 2:197:12 and also fired you a PM



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Feb 10 2011, 2:20 pm BeDazed Post #94



@Cardinal
Sent.

Quote from DevliN
Good lord, I only have room for 40,000, otherwise I totally would.
Lol. You can still receive all of them, except that your production on metal halts to 0 when you exceed storage amounts.

Quote from Cardinal
I'm getting frustrated at how slow Hydra is. I started an account in Electra which runs at 4x normal speed and I'm already on 3 colonies and 100 Small Cargo's!
This is the usual speed I used to play back in the days <_<.. I'm doing fairly normal I think.

@DevliN
I have another 40k metal batch I can give away. I'll send it your way when I get my fleetslots back. <_<

Post has been edited 1 time(s), last time on Feb 10 2011, 2:33 pm by BeDazed.



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Feb 10 2011, 2:57 pm DevliN Post #95

OVERWATCH STATUS GO

Awesome, thanks!

EDIT:
I just upgraded metal storage so I can now hold up to 75,000. I had no idea it jumped that high from 40,000.

Post has been edited 1 time(s), last time on Feb 10 2011, 3:38 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 10 2011, 5:19 pm poison_us Post #96

Back* from the grave

It doubles, so that's actually less than I would've expected. Seriously, it goes 10-->20-->40k. Anyways, has anyone else gotten the Commander upgrade? It's phenomenal how you can visit once or twice a day and get stuff to be constantly built. I like the Empire view...just the only thing about it I hate is the Inbox sorting. Looks absolutely superfluous and idiotic :devlin:




Feb 10 2011, 6:06 pm NicholasBeige Post #97



Commander is alright... A few glaring annoyances though... Like when you have one thing building - it doesn't calculate your resources for your further queued structures. And you can't even whip out the old calculator and math your way out of this one... because no matter how far you queue a structure to be upgraded - it will only show you what the first upgrade level cost. So you'd have to go to the wikia and blah... effort. So it fails on that front.

It'd be nice if you could queue 5 structures, and know how much resources you'd need to leave on the planet for them to be completed.

Empire view is just for little kids to get hard-ons when they see how many ships and numbers they have :P.

@Dazed - thanks, any crystal? :D

Edit: Commander is just functionality, which most games give you for free. oGame became popular and then greedy. Many features which Commander gives you, are possible through using FoxGame (a firefox plug-in) - which i believe is still legal (as in, you won't be banned for using it). It doesn't allow you to queue structures however.



None.

Feb 10 2011, 7:19 pm poison_us Post #98

Back* from the grave

Quote from name:Cardinal
Empire view is just for little kids to get hard-ons when they see how many ships and numbers they have :P.
So?

BTW: Someone should answer this :-_-:
Quote from poison_us
Furthermore, when ships' drives are upgraded (combustion --> impulse @ level 5, impulse --> hyperspace @ level 8), A) Does this stack across drives (combustion --> hyperspace at 5 impulse and then 8 hyperspace), and B) do the ships' speed upgrade with the original drive? For example, does a small cargo with impulse drives still upgrade its speed based off of combustion? I sorta expect the answers for both of these to be no, but I wouldn't be surprised if A) was correct.





Feb 11 2011, 4:40 am BeDazed Post #99



Oh phooie. I am going to have to attack with probes when I choose new targets. I just lost 13 cargoes -_-

@DevliN <_<... your 40k is going to be delayed a bit.

@Cardinal <_<... Well I'm not overflowing with crystals either XD I had 110k metals when I sent you 50k <_<



None.

Feb 11 2011, 4:48 am DevliN Post #100

OVERWATCH STATUS GO

No problemo. I appreciate the gesture either way. :)



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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