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Created page with " = π₯ Rapid Fire = '''Rapid Fire''' allows a ship or defense structure to attack multiple targets in a single combat round. Instead of firing once per round, a unit with Rapid Fire may continue attacking additional targets of a specific type. Rapid Fire only applies against the unit types explicitly listed in its profile. ---- == π§ Core Concept == If a ship has: Rocket Turret β Probe Γ10 It means: * When targeting a Probe, * It may continue firing again aft..." Β |
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= | = Rapid Fire = | ||
'''Rapid Fire''' allows a ship or defense structure to attack multiple targets in a single combat round. | '''Rapid Fire''' allows a ship or defense structure to attack multiple targets in a single combat round. | ||
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---- | ---- | ||
== | == Core Concept == | ||
If a ship has: | If a ship has: | ||
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---- | ---- | ||
== | == How It Works In Battle == | ||
Each combat round: | Each combat round: | ||
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---- | ---- | ||
== | == Example 1 β No Rapid Fire == | ||
Scenario: | Scenario: | ||
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---- | ---- | ||
== | == Example 2 β With Rapid Fire == | ||
Fighter has: | Fighter has: | ||
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---- | ---- | ||
== | == Defense Example == | ||
Rocket Turret has: | Rocket Turret has: | ||
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---- | ---- | ||
== | == Why Rapid Fire Matters == | ||
Rapid Fire: | Rapid Fire: | ||
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---- | ---- | ||
== | == Important Clarifications == | ||
* Rapid Fire only applies to specific target types. | * Rapid Fire only applies to specific target types. | ||
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---- | ---- | ||
== | == Strategic Implications == | ||
Early Game: | Early Game: | ||
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---- | ---- | ||
== | == Related Systems == | ||
* [[Targeting and Priority]] | * [[Targeting and Priority]] | ||
Latest revision as of 19:21, 2 March 2026
Rapid Fire
Rapid Fire allows a ship or defense structure to attack multiple targets in a single combat round.
Instead of firing once per round, a unit with Rapid Fire may continue attacking additional targets of a specific type.
Rapid Fire only applies against the unit types explicitly listed in its profile.
Core Concept
If a ship has:
Rocket Turret β Probe Γ10
It means:
- When targeting a Probe,
- It may continue firing again after destroying one,
- Up to the listed multiplier limit.
Rapid Fire does NOT multiply damage. It multiplies attack opportunities.
How It Works In Battle
Each combat round:
1. A unit selects a valid target. 2. It deals its normal attack damage. 3. If the target is destroyed and Rapid Fire applies,
it may immediately attack another valid target.
4. This continues until:
* No valid targets remain, OR * The Rapid Fire chain ends.
Then the unitβs turn ends for that round.
Example 1 β No Rapid Fire
Scenario:
1 Fighter (700 attack) vs 10 Probes (200 HP + 15 shield each)
Without Rapid Fire:
- Fighter attacks once per round
- It destroys 1β2 probes per round
- Battle lasts multiple rounds
Example 2 β With Rapid Fire
Fighter has:
Probe Γ5 Rapid Fire
Now:
Round 1:
Attack 1 β Probe destroyed Rapid Fire triggers Attack 2 β Probe destroyed Rapid Fire triggers Attack 3 β Probe destroyed Attack 4 β Probe destroyed Attack 5 β Probe destroyed
Up to 5 attack cycles in one round.
Result:
Most or all probes destroyed in a single round.
Same attack value. Different outcome.
Defense Example
Rocket Turret has:
Probe Γ10 Light Interceptor Γ2 Light Fighter Γ2
If 50 Light Interceptors attack:
Each turret can potentially eliminate multiple interceptors in a single round.
This makes swarm-only strategies risky.
Why Rapid Fire Matters
Rapid Fire:
- Punishes mono-fleet compositions
- Encourages mixed fleets
- Makes counter-building viable
- Defines meta strategies
Example:
Heavy Laser β Cruiser Γ3 If opponent brings only Cruisers, Heavy Lasers gain exponential defensive value.
Important Clarifications
- Rapid Fire only applies to specific target types.
- It does not increase base damage.
- It does not bypass shields.
- It only triggers if the target is destroyed.
- It resets each combat round.
Strategic Implications
Early Game:
- Rocket Turrets counter Probe spam.
- Flak Cannons counter interceptor swarms.
Mid Game:
- Destroyers counter shield-heavy fleets.
- Railgun Towers punish tank-heavy compositions.
Late Game:
- Prism Towers counter Titans and Battlecruisers.
- Plasma Cannons dominate armored fleets.
Fleet diversity reduces Rapid Fire vulnerability.