Scott's GAME MECHANICS for Distant Worlds 2: Episode 1: Shields, Armor, and Hull Damage

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  • Опубликовано: 15 сен 2024

Комментарии • 81

  • @arumba
    @arumba 2 года назад +15

    Wanted mention that you *can* find the hull reactive rating in the design screen when hovering over the armor value in the defenses section of the ship details. I'm not sure why certain pieces of vital information are hidden inside tooltips, but in this case it can save you the time of checking a for the value on the new design page.

    • @scottsspace5562
      @scottsspace5562  2 года назад +2

      Someone else pointed that out too. Thank you!

  • @williamklett6660
    @williamklett6660 2 года назад +10

    Repost: "You might also want to reference a system I consider critical. The 'Shield Boosters' the first adds 40 to the shield strength, but more importantly, it adds 2 to resistance. And that is all of t3(4?)"
    Edit: The final Quantum Capacitor adds 100 to the shields, and 6 to the Resistance, and it seems to allow more than one but I have not verified that they stack yet as with my DD's they resist 11,and regen 16/second so most damage doesn't even register

    • @scottsspace5562
      @scottsspace5562  2 года назад +2

      Great point. So I'm going to do a Components/research video so I will definitely talk about that. Thanks for the tip!

    • @3DiversionsDeep
      @3DiversionsDeep 2 года назад

      Thank you! I always considered the boosters to be useless because I didn't notice the resistance boost.

    • @williamklett6660
      @williamklett6660 2 года назад

      @@3DiversionsDeep Yes, when the top of the line normal shield has resistance 5, and the top booster adds +6, it is very relevant. LOL The resistance doesn't stack with multiple boosters, but the shield strength and regen rates stack fully. Seeing 'Shield Regen +32.33 per second is nothing to sneeze at....

  • @Alex-tc4se
    @Alex-tc4se 2 года назад +12

    Such a good video, very thorough and professional. After all the math is pulled out of the game by the community, a mod to the galactopedia to better explain all the mechanics would be great.

  • @shawnp6653
    @shawnp6653 2 года назад +8

    Great stuff! I like the short format - still have to watch multiple times though! Thanks Scott.

  • @patrickhall6253
    @patrickhall6253 2 года назад +7

    Great vid so far! I hope Ion weapons get a video next! Keep it up!

  • @redkraken23
    @redkraken23 Год назад +1

    Super helpful in clearing the ??? around all the numbers there!

  • @unclemestor
    @unclemestor 2 года назад +7

    This is a very clear presentation of difficult (to grasp from the UI) data. Thank you for this and the effort that goes into the visualizations of the math.

  • @marshalldavout7541
    @marshalldavout7541 2 года назад +6

    Great explanation. Video length was perfect to completely explain the concepts. Recommended watching for all players.

  • @maddog5458
    @maddog5458 2 года назад +3

    Slitherine and Code Force should hire Scott to explain their game. No better explanations out there.
    Two Questions:
    1. I have Scott's manual 2.4 version and I don't see the first or second chart so I assume that it is coming with a manual update.
    2. This has to be a stupid question but the word "sec" that I see following a number like 1.2/. Is this a game measurement that depicts real time at the normal speed of the game for something like for example in-game weapon travel time? I've never seen a notation like that in my other games.
    Thanks again Scott. Really great job.

    • @scottsspace5562
      @scottsspace5562  2 года назад

      Thanks for the kind words!
      1) Just uploaded V2.5. Check it out.
      2) It's roughly normal time (Seconds) at normal speed - but it's not perfect. It's best used ONLY in comparison to other weapons.

    • @maddog5458
      @maddog5458 2 года назад +1

      @@scottsspace5562 Thanks Scott. I already downloaded the new updated manual. And thanks for the explanation on "secs." That really had me confused since I've never seen anything like that. Look forward to all your work.
      David

    • @williamklett6660
      @williamklett6660 2 года назад

      ​@@scottsspace5562 "1) Just uploaded V2.5. Check it out." Great Scott! :) Dashing over to DL BTW, you might want to link the guide in your video's description.
      Edit: You might see about getting the guide pinned on the Official Discord as Matrix did on their forums

  • @Munkeh102
    @Munkeh102 2 года назад +11

    Looking forward to watching this series, thanks for the great content.

  • @kalbarnes2494
    @kalbarnes2494 2 года назад +1

    Great video Scott! Thanks for making these and hope you keep them coming.
    One thing I would like to point out is that when designing a ship you can see your hull reactive rating my scrolling down the right hand portion of ship stats until you reach the defensive section. Where it shows shields and armor amounts, resistance/reactive rating. The hull points and reactive rating is lumped into the armor section if you hold the cursor over the armor bar.
    Not sure if that will work when looking at ship designs of other factions however.

    • @scottsspace5562
      @scottsspace5562  2 года назад +1

      Great find! I've never tried to hover over that graphic!!! Thanks for sharing with everyone!

  • @petermaier3832
    @petermaier3832 2 года назад +2

    ....great content!

  • @gaven9763
    @gaven9763 Год назад +1

    Video was awesome and super well explained. Thank you!

  • @AotrsCommander
    @AotrsCommander Год назад

    Very slick, very helpful. I will be looking at the guide shortly (after I've watched a video or two more).

  • @GeekyGizmo007
    @GeekyGizmo007 2 года назад +4

    I would love if you go into what Stealth does as well as countermeasures/targetting.

    • @scottsspace5562
      @scottsspace5562  2 года назад +1

      I will cover stealth in Episode 2 which is scanners/sensors. If you go to my combat video you'll see I talk about countermeasures and targeting

    • @GeekyGizmo007
      @GeekyGizmo007 2 года назад

      @@scottsspace5562 awesome. I play espionage/stealth/covert heavy in all 4xes so I'm really interested in understanding the deep ins and outs of stealth.
      I play as the xenox and beeline straight for stealth tech then once I re-design all my ships to use stealth and trace jammers(if it can fit). I imagine to the NPCs most or all of my ships look like "independent" ships but not sure how that makes them act.
      I don't really get what it does for me right now. Can I attack/raid/invade without giving away who is doing it? If so that would be *awesome* and I can make a society of psuedo-pirates.
      Looking forward to the vids good work!

  • @fred9za
    @fred9za 2 года назад +2

    thank you for the time taken to make both this awesome guide and the vids

  • @ruxxolegend
    @ruxxolegend 2 года назад +3

    Love thisssss

  • @archimaede
    @archimaede 2 года назад +3

    Nice video Scott.
    I'd like to point out that the title screen says "Distance Worlds 2" :D

    • @scottsspace5562
      @scottsspace5562  2 года назад +1

      I know. I was rushing out the door today and only saw it after I posted it. Lol.

  • @Rustygiz
    @Rustygiz Год назад +1

    This is great help, ty

  • @renyaoqin
    @renyaoqin 2 года назад +2

    Nova missile is another great weapon for testing, be sure to test against enemy with bad fire arc(Mortalen) so PD wouldn’t ruin the result.

    • @renyaoqin
      @renyaoqin 2 года назад +1

      Medical module also provide a decent DR which push it to 60%+ DR in total, it’s justifiable on larger ships

    • @jannefock9337
      @jannefock9337 2 года назад +1

      @@renyaoqin I calculated from the last techs that you can reach 70% DR with Medical Center(+10%), Command Module(+10%), Damage Control(+45%) and Crew quaters(+5%). I dont know if there are hidden techs that can increase this even more

    • @williamklett6660
      @williamklett6660 2 года назад

      @@jannefock9337 I haven't tracked all of them down, but my ships are at 52% DR without Medical, or an Admiral in that fleet

  • @MrJnice1983
    @MrJnice1983 2 года назад

    Amazing. Thanks

  • @themacker894
    @themacker894 2 года назад +1

    Please do a game mechanics video on fleet movement and engagement setings. There's a good thread on Steam about this. Thanks!

  • @teambellavsteamalice
    @teambellavsteamalice 2 года назад +1

    These mechanics seem to favour bigger ships, assuming resources spend and maintenance cost is comparable. You agree? How many frigates vs how many destroyers are comparable (well build mid game ships).
    Higher damage per shot beats more shots if dps is similar. And nice to collect all the bonuses you can get from all these modules. Finally when soaking damage smaller ships will be knocked out or even destroyed sooner if damage is spread unevenly.
    Are there certain roles (killing fighters and PD?) that smaller ships are better in or give synergy when mixed? Maybe they can be made faster? (cautious long range missile ships?)
    Do bigger ships have weaknesses? A higher base hit chance iirc. Maybe lucky ion shots are nastier? Are cruisers something to rush towards early?

    • @scottsspace5562
      @scottsspace5562  2 года назад +1

      Really big ships have penalties to countermeasures. See my new chart in the V2.5 of my guide.

    • @williamklett6660
      @williamklett6660 2 года назад +1

      @@scottsspace5562 Penalties to countermeasures, but increased shield regen and longer ranges make up for a lot of it. Also when a Destroyer runs around with 2156 points of non-leaky shields (Zenox Racials) that have 11 resistance, and armor with 15 reactive, two large weapons (Quantum Shard & Titan Blaster)... who needs that Cruiser... That thing one shots creatures and can solo most Pirate bases... /shudder A dozen of them did for the Hive Biggie

    • @teambellavsteamalice
      @teambellavsteamalice 2 года назад

      @@williamklett6660
      Wow, cool! Will such a ship be insanely expensive (resources and maintenance)? And how long to research those things?

    • @williamklett6660
      @williamklett6660 2 года назад

      @@teambellavsteamalice This NOT a cheap or early ship. Several techs are at or near the Cap, only 'Super' techs are better. 34K to build, 1.2K to maintain. I'll link pictures in the post below YT seems to be deleting posts with links. This is not the best version of this. The Zenox have a distinct lack of weapon hardpoints. But briefly: Strength 11,386 DPS 34.1 Range 5000. Shields 4440 Armor 360
      Several techs have upgraded since I first mentioned it. Shields are at the Zenox tech maximum, with v3 Quantum Capacitors. Armor has 1 tech upgrade, Engines and Maneuver and such have a ways to go. Both weapons have the final upgrades left. BUT is there a need, LOL Currently designing the Fleet Cruiser version, Dreadnought techs will take a bit still, but I shudder at basically quadruple everything...

    • @williamklett6660
      @williamklett6660 2 года назад

      @@teambellavsteamalice Sorry YT deleted my post. If you have access to the Official DW2 Discord, the images are there in the Screens_video thread. I can link them directly if you have a safe email or chat link.

  • @craphat1873
    @craphat1873 5 месяцев назад

    Wow. Just found your content. Absolutely explains everything in an easy to understand format. Cheers bud, most grateful.

  • @autehin
    @autehin 2 года назад

    Tnx, it's a great explaining

  • @alphadash8861
    @alphadash8861 2 года назад +3

    torps loosing damage with range while missiles don't seems strange - does anyone know why?

    • @chadstacy
      @chadstacy 2 года назад +7

      i guess, flavor-wise, missiles just go until they run out of fuel and their energy is in their payload, where torpedos are energy-based weapons so they continuously lose energy as they travel

    • @williamklett6660
      @williamklett6660 2 года назад +3

      The concept has been around since Star Trek: TOS, Romulan plasma torpedoes lost cohesion and began to dispere with range. Logic or Physics be damned, Kirk did it that way LOL

  • @jchapon
    @jchapon 2 года назад

    Excellent video, thanks Scott. Question - Hull "health" is given as a percentile, but do different hulls have different hit points? If not, is there any other factor that defines how many hits a hull can take other than the hull reactive rating?

    • @scottsspace5562
      @scottsspace5562  2 года назад

      Good question - I'm 95% sure "hull size" is the damage it takes (if you go to the design screen, on the right panel, scroll down to "Defenses" - you'll see hull size listed there. I'm sure that is the damage it takes.

  • @badwolf66
    @badwolf66 2 года назад +1

    I could never get to grips with the first game.

  • @Ragatokk
    @Ragatokk 6 месяцев назад

    Low bypass seems kind of bad, for the shield resistance double dips.
    So seems like you either want high or none.

  • @Xerxesjc28
    @Xerxesjc28 2 года назад +1

    Can someone explain why are energy collectors needed, if your ships have reactors? Is it to provide power to the ship if you run out of fuel?

    • @jannefock9337
      @jannefock9337 2 года назад +3

      All components have passive and active power draw. The ship designer advises you to have more energy collection than passive power draw, so the ship doesnt burn fuel while idle. During warp and some other moments energy collectors dont work so all power is coming from reactors

    • @Xerxesjc28
      @Xerxesjc28 2 года назад +1

      @@jannefock9337 So you should try to place enough energy collectors to cover all passive power for a ship when idle? I guess this could explain why my ships keep running out of fuel, I sometimes take out energy collectors and leave only one. Thanks for the input !

  • @hotel_india
    @hotel_india 2 года назад

    I had an ion nebula and basically required to have all ships be given the EMP resistance armor. Is there some way to automate this?

    • @scottsspace5562
      @scottsspace5562  2 года назад

      Not that I know of.

    • @williamklett6660
      @williamklett6660 2 года назад

      Eventually the Auto-designed civilian ships will add an Ion Shield, but never Ion Armor. For some reason Passenger ships you need to add it manually.
      State ships on auto will rarely add optional systems. Ion Shields, Quantum capacitors, etc, but once you add them manually even if you leave the design on auto it seems to maintain updating the optional systems

  • @adamofblastworks1517
    @adamofblastworks1517 4 месяца назад

    How much of this is still accurate today?

  • @philoponusvienna
    @philoponusvienna 2 года назад +1

    Does Damage Repair also repair slowly a disabled ship?

    • @williamklett6660
      @williamklett6660 2 года назад +1

      Robotic Repair has a chance to restore a destroyed system, Simple Damage Control doesn't list that ability

    • @scottsspace5562
      @scottsspace5562  2 года назад

      @@williamklett6660 Great question and answer. I thought they all do - but good find on the Galactopedia. This calls for some testing!

    • @williamklett6660
      @williamklett6660 2 года назад

      @@scottsspace5562 It might be hard as you'll need to be sure a system, and not the damage control, is destroyed and not simply damaged.

    • @jannefock9337
      @jannefock9337 2 года назад +1

      @@williamklett6660 You can see which components are damaged or broken by clicking on the ship and clicking on the type name(Cruiser v3 for example)

  • @DorinBucata
    @DorinBucata 2 года назад

    Do the PD apply dmg only to what is fired at the ship which has the PD or to whatever is fired (rockets/missiles/fighters etc.)?

    • @scottsspace5562
      @scottsspace5562  2 года назад

      It can hit weapons fired at the defending ship, it can hit the thing (e.g. a fighter) that fired the weapon. It can even hit big ships if there are no weapons or fighters to fire at (albeit at a penalty)

    • @DorinBucata
      @DorinBucata 2 года назад +1

      @@scottsspace5562 Thank you for replying. So it only hits weapons fired at the defending ship but not weapons fired at another ship?
      For example, lets say I have a destroyer set as the attacking ship without any PD on it and two frigates set as a close guard with PD-es on them. If an enemy ship attacks the destroyer with rockets, lets say, will the PD from the frigates try to destroy those rockets?

    • @williamklett6660
      @williamklett6660 2 года назад

      @@DorinBucata Correct. i have never seen a ship firing PD at passing weapons, just fighters or ships.
      One interesting thing I have witnessed with Torpedoes, but not with Missiles, is misses curling around to attack again. PD seems to be ignoring these second passes. Not 100% on this as the conditions for it are too difficult to track without a lot more data than I have.

  • @williamklett6660
    @williamklett6660 2 года назад +1

    Hmm, my comment was deleted? :(

    • @scottsspace5562
      @scottsspace5562  2 года назад +1

      😞Not by me (unless I did it by accident - I was using a new app for managing YT channel on my phone this afternoon). No - your excellent comments are always welcome on my channel! Please repost again if you don't mind. Humble apologies if I did it by accident somehow!

    • @williamklett6660
      @williamklett6660 2 года назад +1

      @@scottsspace5562 Turns out YT isn't allowing posts with links to non-YT sites. I was point to the Matrix forums and your guide