overseer

 Been reading through the forum but can't find the answer so. 

I only play sp trinity.

I find a problem using overseer jump degradation ability. When I have 5-6 of them in my fleet fighting and healing and the enemy jump in from other adjacent well, all my overseers stop healing and start slowing them. This is useless because just one of them can get the job done, worse my fleet was not healed by overseers. Turn the auto ability off and manually cast it require you to shift your view mid fighting between planet and galaxy view or watch for the name of the gravity well you're fighting in and be alert on the notification. Neither is practical to me.

So what I did was turn the ability off from all of them except one. This was good enough except that I had to keep checking to see if that overseer was killed or run out of energy, and if so assign the task to another. The whole thing shouldn't be necessary. I hope they will be smarter next patch. Anyway I just want to know if someone have a better way or trick using the ship. 

 

15,230 views 15 replies
Reply #1 Top

Personally, I don't find the researched upgrades for Overseers to be that useful. In your situation though, I would recommend a solution similar to what you're already doing. Pick one Overseer to have jump degradation on autocast and turn it off on the rest. Turn off autocast on all of its other abilities, turn off autoattack, and tell it to follow one of your caps around. Hopefully that will keep it out of trouble.

The autocast is there to help take some of the micro work out of the hands of the player, but the autocast AI isn't amazingly smart. Some abilities it's fine with, others not so much. If you simply can't do without jump degradation, then you might have to micro it yourself.

Reply #2 Top

The solution to this is to turn off autocast on this ability, then the overseers won't use it.  Most people consider this ability exceedingly weak and not worth researching in the first place (get the subverter and its special abilities instead, and leave Overseers to healing).

Reply #3 Top

agreed. I never research this ability, because, at the rediculously fast speeds people play at, you might give your self 5 seconds more time (great...), and it distracts your overseers from doing thier proper job, which is healing your shit.

now... if the ability stacked...  maybe.

 

the only time i can really see the ability to be usefull, is if your enemy is also vasari, and is trying to use the kostura on you. since using the kostura trick is generally a very long jump, and since you surely have phase gates yourself, you can plant one overseer on your homeworld so that when his jumps to your hw... activate the ability, jump your own fleet to your hw, hell, it might even give you time to build a phase jump disrupter, and a hanger bay with phasic trap, or some other fun evilish vasari thing to do.

Reply #4 Top

I don't think it would really hurt anything to make this a passive ability.

Reply #5 Top

I don't think it would really hurt anything to make this a passive ability.

I think this was discussed before, and I certainly agree.

Reply #6 Top

Well, the best is to not use the ability then.

I have other question but don't want to start a new thread. It's about the cap ship weapon. These ships have different weapons at different parts, and they deal varying damage from the description. The thing is I don't know which side of each ship does the most damage. So I guess their natural position are their best (Kol and Marza frontal attack, Akkan left side etc.). But has anyone figure out how much damage done from each side or which position is the best for each ship? Thanks a lot.  

Reply #7 Top

I think someone did, you can go into the game files (after having them converted to TXT) and refigure it out

Reply #8 Top

well, if you really want to know, the best place to look is in the raws... you need to convert them (but you need to download a converter), or download them (there is a thread in the modding section for both)

 https://forums.sinsofasolarempire.com/378266

 

so like for the akkan, it has 3 different "weapons"

WeaponType "Projectile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "LASERTECH"
 DamagePerBank:FRONT 30.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 54.000000
 Range 5000.000000
 PreBuffCooldownTime 6.000000

WeaponType "Projectile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "AUTOCANNON"
 DamagePerBank:FRONT 18.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 43.000000
 DamagePerBank:RIGHT 0.000000
 Range 5000.000000
 PreBuffCooldownTime 5.500000


  WeaponType "Projectile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "LASERTECH"
 DamagePerBank:FRONT 16.250000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 62.500000
 DamagePerBank:RIGHT 45.000000
 Range 5000.000000
 PreBuffCooldownTime 5.000000

 

so, the Left bank does the most damage, but not by much, but the front does only about 1/2 the damage of the left side.  (make sure you take into account the cooldown time)

The important thing here is... unless you want your akkan (or donov, or sova, or kol, and so on) do do only about 40% of its damage... move it between the militia.  I would not reccomend doing this against an enemy, as then you might risk your capital ship getting stuck inbetween the enemy frigs, and unable to escape. (although, on single player you could prolly get away with it)

the vasari and advent ships are all very symetrical, and are much easier to figure out than the tec ones.

Reply #9 Top

Ryat, YOU guys did this in DS lol, you just put it on the phase inhibitors instead of the overseers so all the races have this ability to slow entry, along with making the mines much more useful which I've been meaning to say THANK YOU" lol (200 mines that do spittle for dmg and lag horridly, or 50 that do something that running a ship into a bomb should do and lag not so horridly but still a little ;p)

Reply #10 Top
Type Race Weapon AttackType WeaponClass Front Back Left Right Cooldown
CapitalBattleship Psi Weapon1 CAPITALSHIP BEAM 105 0 0 0 7
CapitalBattleship Psi Weapon2 CAPITALSHIP PLASMA 55 0 0 0 5.5
CapitalBattleship Psi Weapon3 CAPITALSHIP LASERPSI 0 0 79.5 79.5 6
CapitalCarrier Psi Weapon1 CAPITALSHIP BEAM 0 0 70 70 7
CapitalCarrier Psi Weapon2 CAPITALSHIP PLASMA 0 0 45.5 45.5 6.5
CapitalSupport Psi Weapon1 CAPITALSHIP LASERPSI 60.5 0 0 0 5.5
CapitalSupport Psi Weapon2 CAPITALSHIP BEAM 58.5 0 0 0 6.5
CapitalColony Psi Weapon1 CAPITALSHIP PLASMA 1 0 90 90 6
CapitalColony Psi Weapon2 CAPITALSHIP LASERPSI 30 0 30 30 5
CapitalSiege Psi Weapon1 CAPITALSHIP PLASMA 152 22 0 0 6
CapitalSiege Psi Weapon2 CAPITALSHIP LASERPSI 0 0 45 45 5
Bomber Psi Weapon1 ANTIVERYHEAVY BEAM 34.41 0 0 0 13.5
Fighter Psi Weapon1 ANTILIGHT LASERPSI 16 0 0 0 12
LightFrigate Psi Weapon1 ANTIHEAVY LASERPSI 46.75 0 0 0 5.5
ScoutFrigate Psi Weapon1 ANTILIGHT LASERPSI 21 0 0 0 7
ColonyFrigate Psi Weapon1 ANTILIGHT LASERPSI 40 0 0 0 8
SiegeFrigate Psi Weapon1 ANTIHEAVY PLASMA 39 0 0 0 6
LongRangeFrigate Psi Weapon1 ANTIMEDIUM BEAM 53.5 0 27.25 27.25 6.5
AntiFighterFrigate Psi Weapon1 ANTIVERYLIGHT LASERPSI 22.5 22.5 22.5 22.5 5
HeavyFrigate Psi Weapon1 COMPOSITE PLASMA 91.199997 0 0 0 4.8
Utility0Frigate Psi Weapon1 ANTIHEAVY LASERPSI 28 0 0 0 7
Utility1Frigate Psi Weapon1 ANTIHEAVY LASERPSI 28 0 0 0 7
CapitalBattleship Vasari Weapon1 CAPITALSHIP WAVE 66 0 0 0 5.5
CapitalBattleship Vasari Weapon2 CAPITALSHIP FLASHBEAM 40 0 53.75 53.75 5
CapitalBattleship Vasari Weapon3 CAPITALSHIP PHASEMISSLE 40.59998 0 0 0 7
CapitalCarrier Vasari Weapon1 CAPITALSHIP WAVE 0 0 24.75 24.75 5.5
CapitalCarrier Vasari Weapon2 CAPITALSHIP PHASEMISSLE 72 0 0 0 6
CapitalSupport Vasari Weapon1 CAPITALSHIP FLASHBEAM 78 0 0 0 6.5
CapitalSupport Vasari Weapon2 CAPITALSHIP PHASEMISSLE 70 0 0 0 7
CapitalColony Vasari Weapon1 CAPITALSHIP WAVE 71.5 0 0 0 5.5
CapitalColony Vasari Weapon2 CAPITALSHIP FLASHBEAM 0 21 31.5 31.5 4.5
CapitalColony Vasari Weapon3 CAPITALSHIP WAVE 25 0 0 0 5
CapitalSiege Vasari Weapon1 CAPITALSHIP PHASEMISSLE 168 0 0 0 7
CapitalSiege Vasari Weapon2 CAPITALSHIP FLASHBEAM 45 0 0 0 4.5
CapitalSiege Vasari Weapon3 CAPITALSHIP WAVE 0 0 21 21 6
Bomber Vasari Weapon1 ANTIVERYHEAVY PHASEMISSLE 76.900002 0 0 0 13.5
Fighter Vasari Weapon1 ANTILIGHT PHASEMISSLE 30.75 0 0 0 12
LightFrigate Vasari Weapon1 ANTIHEAVY PULSEGUN 48 0 0 0 4
ScoutFrigate Vasari Weapon1 ANTILIGHT PULSEGUN 18.5 0 0 0 5
ColonyFrigate Vasari Weapon1 ANTILIGHT PULSEGUN 45 0 0 0 9
SiegeFrigate Vasari Weapon1 ANTIHEAVY WAVE 0 0 19.200001 19.200001 6
LongRangeFrigate Vasari Weapon1 ANTIMEDIUM PHASEMISSLE 78 0 0 0 6
AntiFighterFrigate Vasari Weapon1 ANTIVERYLIGHT PHASEMISSLE 24.5 24.5 24.5 24.5 6
HeavyFrigate Vasari Weapon1 COMPOSITE WAVE 103.5 0 0 0 4.5
Utility0Frigate Vasari Weapon1 ANTIHEAVY PULSEGUN 27 0 0 0 6
Utility1Frigate Vasari Weapon1 ANTIHEAVY PULSEGUN 27 0 0 0 6
CapitalBattleship TEC Weapon1 CAPITALSHIP BEAM 126 0 0 0 14
CapitalBattleship TEC Weapon2 CAPITALSHIP AUTOCANNON 27 49.5 49.5 27 4.5
CapitalBattleship TEC Weapon3 CAPITALSHIP LASERTECH 45.375 0 0 0 5.5
CapitalCarrier TEC Weapon1 CAPITALSHIP LASERTECH 15 0 0 0 5
CapitalCarrier TEC Weapon2 CAPITALSHIP LASERTECH 12 12 78 78 6
CapitalSupport TEC Weapon1 CAPITALSHIP AUTOCANNON 30 0 0 0 5
CapitalSupport TEC Weapon2 CAPITALSHIP LASERTECH 0 12 97 97 6
CapitalSupport TEC Weapon3 CAPITALSHIP LASERTECH 48 0 0 0 8
CapitalColony TEC Weapon1 CAPITALSHIP LASERTECH 30 0 0 54 6
CapitalColony TEC Weapon2 CAPITALSHIP AUTOCANNON 18 0 43 0 5.5
CapitalColony TEC Weapon3 CAPITALSHIP LASERTECH 16.25 0 62.5 45 5
CapitalSiege TEC Weapon1 CAPITALSHIP MISSLE 228 0 0 0 8
CapitalSiege TEC Weapon2 CAPITALSHIP LASERTECH 60 0 24 0 6
CapitalSiege TEC Weapon3 CAPITALSHIP AUTOCANNON 40 0 0 20 5
Bomber TEC Weapon1 ANTIVERYHEAVY MISSLE 44.400002 0 0 0 13.5
Fighter TEC Weapon1 ANTILIGHT AUTOCANNON 19.5 0 0 0 12
LightFrigate TEC Weapon1 ANTIHEAVY LASERTECH 52.25 0 0 0 5.5
ScoutFrigate TEC Weapon1 ANTILIGHT LASERTECH 20.5 0 0 0 8
ColonyFrigate TEC Weapon1 ANTILIGHT AUTOCANNON 28 0 0 0 7
SiegeFrigate TEC Weapon1 ANTIHEAVY LASERTECH 45.5 0 0 0 7
LongRangeFrigate TEC Weapon1 ANTIMEDIUM MISSLE 71.5 0 0 0 6.5
AntiFighterFrigate TEC Weapon1 ANTIVERYLIGHT AUTOCANNON 17.25 17.25 17.25 17.25 4.5
HeavyFrigate TEC Weapon1 COMPOSITE AUTOCANNON 72 0 0 0 4
Utility0Frigate TEC Weapon1 ANTIHEAVY LASERTECH 28 0 0 0 7
Utility1Frigate TEC Weapon1 ANTIHEAVY LASERTECH 28 0 0 0 7
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Reply #11 Top

Karma for the useful info, and presenting it in a forum-friendly table.

Reply #12 Top

Thanks everyone. However I saw something strange after browsing through the numbers. It's the Kol.

When you select a Kol (in-game) it says the autocannon damage is about 4 times the beam, but the number above says the damage is about the same even when you combine all autocannon around the ship. Did I miss something or it was a simple inaccuracy on in game description.

Reply #13 Top

the in game description and the posted table are correct.  your not taking into account the cooldown time.

if you divide the beam damage by 14 you get the in-game 9, and if you divide the autocannons by 4.5 you get the ingame 34.

 

make sence?

Reply #14 Top

Precisely, The is the raw damage done by each weapon and the cooldown between shots fired. I'm using this data to balance a mod I am working on. You can take this data and copy it into a spreadsheet to do all kinds of wonderful things. I especially like setting up pivot tables for contrast and compare.

Reply #15 Top

Don't look too deeply into capital ship damage.  In general, only the battleship and siege-class capital ships have reasonably high damage, and even then their damage output isn't comparable to an equal cost of dedicated combat frigates or strike craft.  The best damage dealers in the game are the long range frigates (Javelis LRM, Kanrak Assailant, and Illuminator Vessel) and the bomber strike craft, with the heavy cruiser pulling up a relatively distant third.