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Rapid Fire: Difference between revisions

From Per Regna
Created page with " = πŸ”₯ 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 Γ—10 It means: * When targeting a Probe, * It may continue firing again aft..."
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= πŸ”₯ Rapid Fire =
= 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 ==
== Core Concept ==
If a ship has:
If a ship has:


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== βš” How It Works In Battle ==
== How It Works In Battle ==
Each combat round:
Each combat round:


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== πŸ“Š Example 1 β€” No Rapid Fire ==
== Example 1 β€” No Rapid Fire ==
Scenario:
Scenario:


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== πŸš€ Example 2 β€” With Rapid Fire ==
== Example 2 β€” With Rapid Fire ==
Fighter has:
Fighter has:


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== πŸ›‘ Defense Example ==
== Defense Example ==
Rocket Turret has:
Rocket Turret has:


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== πŸ“ˆ Why Rapid Fire Matters ==
== Why Rapid Fire Matters ==
Rapid Fire:
Rapid Fire:


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== βš– Important Clarifications ==
== Important Clarifications ==


* Rapid Fire only applies to specific target types.
* Rapid Fire only applies to specific target types.
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== 🧩 Strategic Implications ==
== Strategic Implications ==
Early Game:
Early Game:


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== πŸ” Related Systems ==
== 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 Γ—10

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 unit’s 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 1–2 probes per round
  • Battle lasts multiple rounds

Example 2 β€” With Rapid Fire

Fighter has:

Probe Γ—5 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 Γ—10 Light Interceptor Γ—2 Light Fighter Γ—2

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 Γ—3 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.


Related Systems