UPDATE: Ammo counts now update for the Modular Missile Update. See the Imgur links below. Ballistic/Chemical Ammo: imgur.com/a/1IsKdy6 Ballistic/Magnetic Ammo: imgur.com/a/sk9itMW Point Defence Ammo: imgur.com/a/omoHQXq
hi JDee, i cant thankyou enough for these tutorials! i had a stroke in 2014 (a small one) so i struggle to understand PC games unless i get decent tutorials, i only tell you this to show i really do struggle unless taught properly, these tutorials mean i can play the game to the best of my ability and enjoy playing, THANKYOU mate!
Hey mate! I wish you the best and I will keep making these tutorials across a range of mechanics. Just waiting for the next major update to drop before I get stuck into a few big ones.
From (limited) experience I'd say the firing time is heavily dependent on strategy / ship type. A rail BB on a relatively open map can rain shot after shot almost the entire duration of the match which might very well be far above 20m. Not to mention it's better to take too much and later set lower ammo counts than take too little and become a glorified point capture ship... ;)
Absolutely. There is an element of 'test and adjust' based on fleet and playstyle. Id like to think after 2-3 games with a fleet most players should have a good angle on too much or too little.
@@jmkhenka I was in a game in a rail BB. The map was large and open. I don't remember exactly how long the game was, but I think it was over 30m. My team lost... in part because I ran out of ammo. If I still had rounds to spare we would win (lock on enemy rail BB => would be killed => wouldn't cap last point or my scout would cap it back + game wouldn't be over due to lack of offensive capability and we would get a score victory).
Great tutorial, very much appreciated! I hope in the future there is an option to auto-calculate suggested values for these in the game and maybe even set custom preset values. I think this would lower the barrier to entry while still allowing full customization.
The missile update and the container missiles from the OSP really threw these calculations on their head. You need way more PD rounds to see off containership barrages. Most of my ships now carry something along the lines of 20%/45%/35% of AP/HE/RPF.
are the numbers for the rail turrets right? Mk81 shoots 2 rounds every 60 seconds (or 62 seconds, don't know if the autoloader time on single shot weapons does anything), Mk82 shoots 2 rounds every 32.5 seconds and the mass driver shoots 3 every 45 seconds, so the 82 and mass driver are equal (driver is a bit faster) and the 81 is about half as fast firing. They should be using twice as much ammo as the 81, not less, right?
Sorry for the delay in response, you are right it looks like I have made an error. I will update shortly and include the new weapons etc. Thanks for finding that.
A 3rd ammo elevator will mean you will fire faster, however in terms of ammo consumption 200x250mm ammo should be sufficient for 2 or 3 ammo elevators. I hope I have answered your question.
UPDATE: Ammo counts now update for the Modular Missile Update. See the Imgur links below.
Ballistic/Chemical Ammo: imgur.com/a/1IsKdy6
Ballistic/Magnetic Ammo: imgur.com/a/sk9itMW
Point Defence Ammo: imgur.com/a/omoHQXq
hi JDee, i cant thankyou enough for these tutorials! i had a stroke in 2014 (a small one) so i struggle to understand PC games unless i get decent tutorials, i only tell you this to show i really do struggle unless taught properly, these tutorials mean i can play the game to the best of my ability and enjoy playing, THANKYOU mate!
Hey mate! I wish you the best and I will keep making these tutorials across a range of mechanics. Just waiting for the next major update to drop before I get stuck into a few big ones.
Im gonna have to rewatch this one a few times while building. very instructive!
From (limited) experience I'd say the firing time is heavily dependent on strategy / ship type. A rail BB on a relatively open map can rain shot after shot almost the entire duration of the match which might very well be far above 20m. Not to mention it's better to take too much and later set lower ammo counts than take too little and become a glorified point capture ship... ;)
if you still have ammo after 30 min, you brough to much :)
Absolutely. There is an element of 'test and adjust' based on fleet and playstyle. Id like to think after 2-3 games with a fleet most players should have a good angle on too much or too little.
@@jmkhenka I was in a game in a rail BB. The map was large and open. I don't remember exactly how long the game was, but I think it was over 30m. My team lost... in part because I ran out of ammo. If I still had rounds to spare we would win (lock on enemy rail BB => would be killed => wouldn't cap last point or my scout would cap it back + game wouldn't be over due to lack of offensive capability and we would get a score victory).
I lean toward more ammo than I think I would need, because at any given a point one of my magazines on the ship may explode. Trial and error mostly
Great tutorial, very much appreciated! I hope in the future there is an option to auto-calculate suggested values for these in the game and maybe even set custom preset values. I think this would lower the barrier to entry while still allowing full customization.
Me to. Hopefully in a minor update at some point.
The missile update and the container missiles from the OSP really threw these calculations on their head. You need way more PD rounds to see off containership barrages. Most of my ships now carry something along the lines of 20%/45%/35% of AP/HE/RPF.
Thanks for making this tutorial series.
You're very welcome!
Do you happen to know the numbers for the new weapons? This quick reference has saved me so much time!
I will get them updated shortly and posted here for everyone. Give me about 24 hours.
Numbers are updated
Thank you!!
Sounds like Perun
Its come up a few times. It must be the accent.
are the numbers for the rail turrets right? Mk81 shoots 2 rounds every 60 seconds (or 62 seconds, don't know if the autoloader time on single shot weapons does anything), Mk82 shoots 2 rounds every 32.5 seconds and the mass driver shoots 3 every 45 seconds, so the 82 and mass driver are equal (driver is a bit faster) and the 81 is about half as fast firing. They should be using twice as much ammo as the 81, not less, right?
I believe he accidentally mixed up the 81 and 82, just a typo.
Your calculations are good
Sorry for the delay in response, you are right it looks like I have made an error. I will update shortly and include the new weapons etc. Thanks for finding that.
Ive updated the numbers now.
Does this mean I only need 2 ammo elevators for mk64 turrets?
A 3rd ammo elevator will mean you will fire faster, however in terms of ammo consumption 200x250mm ammo should be sufficient for 2 or 3 ammo elevators. I hope I have answered your question.
Create a mod to automatically execute this!
Thats out of my ability but someone might be able to.