High-level Capital Ships Kick Butt

     When I was playing the other day, I noticed that as capital ships level, not only do they gain more hp and shield points but also they gain more regeneration of the two. A single level 7 capital ship can live a long time against even a small clump of heavy cruisers (maybe 10), not even considering external healing. Can anyone tell me exactly what the stats are for a level 7 battlecruiser? Do they gain more firepower as well? It was exciting to see my diligence in keeping ol' TDN Titunev alive pay off.
19,975 views 17 replies
Reply #1 Top
I can't answer your question, but I have a related question -- what's the maximum level for cap ships?
Reply #2 Top
max lv is 10, that lets all the abilitys lv up to 3, except the last one which is an uber ability and only goes to lv 1
Reply #3 Top
I can confirm that their firepower, hull, and shields improve, but I don't know by how much per level.

Ben

EDIT: On second thoughts you can check the Sins spreadsheet at https://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 to see the changes at level up. On the first page, it tells us that ships get an increase of 5%-9% to DPS per level up, and all the other changes are right there on the capital ship page.
Reply #4 Top
Here is the answer if you want to do the math. Stats for the TEC battleship (taken from the entity file)

MaxHullPoints
StartValue 3000.000000
ValueIncreasePerLevel 120.000000

MaxShieldPoints
StartValue 1250.000000
ValueIncreasePerLevel 135.000000

HullPointRestoreRate
StartValue 1.500000
ValueIncreasePerLevel 0.100000

ShieldPointRestoreRate
StartValue 3.000000
ValueIncreasePerLevel 0.200000

ArmorPointsFromExperience
StartValue 5.000000
ValueIncreasePerLevel 0.450000

maxMitigation
StartValue 0.65
ValueIncreasePerLevel 0.01111

MaxAntiMatter
StartValue 225.000000
ValueIncreasePerLevel 20.000000

AntiMatterRestoreRate
StartValue 0.750000
ValueIncreasePerLevel 0.080000

CultureProtectRate
StartValue 0.300000
ValueIncreasePerLevel 0.050000

CommandPoints (Read Number of Squads)
StartValue 0.600000
ValueIncreasePerLevel 0.200000

weaponCooldownDecreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.030000

weaponDamageIncreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.050000
Reply #5 Top
So from the above, I did a quick bit of math

PERCENT INCREASE PER LEVEL (based on level 1)
Hull - 4%
Shield - 11% (!!!)
Healing hull - 7%
Healing shield - 7%
Armor - 8%
Max mitigation - 2%
Max antimatter - 8%
Antimatter heal - 11%
Culture protection - 17%
Squads - 1 at level 3, another at level 8
Weapon cooldown - 3%
Weapon damage - 5%

So, basically, a level 10 ship will wipe the floor with a level 1 ship, and it's worth trying to protect them.

One other thing of note: higher level capships give a LOT more experience when you kill them. A level 1 is only worth 65 or so, but higher-level ships are worth hundreds.

-- Retro
Reply #6 Top
Go Big or Go Home is a whole lot easier than it sounds :P
Reply #7 Top
Axe this post, forum farted.
Reply #8 Top
What program do you use to open the entity files?

Reply #9 Top
I always try to get more caps relatively quickly if the specific game permits it. Caps really have to be looked at as a long term investment.
Reply #10 Top
Originally Posted BytheRetroBoy
One other thing of note: higher level capships give a LOT more experience when you kill them. A level 1 is only worth 65 or so, but higher-level ships are worth hundreds.-- Retro


I always found it odd that a Sova carrier is worth less experience at level 1 than a Percheon carrier is.

Originally Posted By Kreyson
What program do you use to open the entity files?
Notepad or any other similar text application.
Reply #11 Top
I downloaded Notepad++, but having problems... i can open the file, but it looks like this..


T(NUL)H(NUL)I(NUL)S(NUL)

and the lines are spread out all across the page like 10 feet to the right.

How do i get it into standard format?

Like

MaxHullPoints
StartValue 3000.000000
ValueIncreasePerLevel 120.000000

MaxShieldPoints
StartValue 1250.000000
ValueIncreasePerLevel 135.000000

HullPointRestoreRate
StartValue 1.500000
ValueIncreasePerLevel 0.100000

ShieldPointRestoreRate
StartValue 3.000000
ValueIncreasePerLevel 0.200000



Thanks!!

I have a great idea for a mod, i think alot of people will like, easy to do.. I just need to figure out the file editing.
Reply #12 Top
The files inside the games directory have been converted to binary -- you need to use the modding files.
Reply #13 Top
Thanks for pointing a modding newbie in the right direction:) Hopefully it wont lead me into a trap... full of capital battle ships..
Reply #14 Top
Go Big or Go Home is a whole lot easier than it sounds
Not in late-game SP.

Pay for two level upgrades (which is really worth it for a carrier because it gives you an extra strikecraft wing), and then send 'em to a central planet that will allow them to get to a well-defended planet that's being raided by pirates, and ensure they're the only capship there. Should be enough to get them to level 4 without much work at all.

-- Retro
Reply #15 Top
That, or research the "buy to level 4" tech, and then that's one less capital level you have to worry about.

What's annoying for me is training my Radiances to cleanse brilliantly, but I suppose asking to level to 5 or (gasp) 6 for just credits is asking a bit too much.

Ben
Reply #16 Top
Hate to break it to you.

But even a level ten capital won't last long against a large swarm of bombers, as I have done multiple times against level ten AI cap ships and even against some players (who promptly quit after lossing their ship - hey, not my fault they didn't have bomber/fighter protection)

If the capital ship is up against frigates and cruisers then yes, it'll last and perhaps even a while against other capital ships. However, against a large bomber swarm, it'll melt in under a few seconds (ten-fifteen, depending on bomber squad numbers)
Reply #17 Top
yeah, but it will also melt under huge numbers of frigates...