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= Rapid Fire =
'''Rapid Fire (RF)''' is a combat modifier between unit types. The catalog value (for example '''Γ—5''') is how many '''shots''' one shooter expects against that target type in a round β€” OGame-style β€” not a free damage multiplier and not unlimited splash kills.
RF is capped at '''40''' in combat calculations (so capital anti-fodder values in the '''Γ—30–×40''' band are not clipped). Carrier screens can soften effective RF (see below).
----
== Core rules (remember these) ==


= Rapid Fire =
# '''One shot hits one target.''' Full weapon damage goes into that one unit.
'''Rapid Fire''' allows a ship or defense structure to attack multiple targets in a single combat round.
# '''Overkill is wasted.''' If you deal 100 damage to a 10-hull ship, the leftover '''90 does not''' jump to the next ship.
# '''RF adds more shots''', not bigger guns. Expected shots β‰ˆ catalog RF when you keep hitting that RF type (after screens).
# '''RF cannot invent kills''' if your attack is too weak to finish (or meaningfully chip) the target β€” you still need damage.
# Soft / logistics hulls with RF '''1''' do '''not''' donate unused kill slots to capitals.


Instead of firing once per round, a unit with Rapid Fire may continue attacking additional targets of a specific type.
{| class="wikitable"
!Without RF
!With RF Γ—R
|-
|'''1''' shot per living shooter per round
|About '''R''' shots per living shooter per round (expected) against that target type
|-
|High attack vs soft swarm β†’ mostly '''1 kill''' (rest overkill wasted)
|High attack vs soft swarm β†’ about '''R kills''' if each shot one-shots
|-
|Low attack vs tough hull β†’ chips one target
|Low attack Γ— R shots β†’ more total chip damage; may finish a wounded ship in the same round
|}


Rapid Fire only applies against the unit types explicitly listed in its profile.
----
----


== Core Concept ==
== Worked examples ==
If a ship has:
Numbers below are '''toy examples''' (one attacker, one round, ignore shields/screens) so the logic is obvious. Real battles also use [[Targeting and Priority|targeting priority]], shared [[Damage and Shields|shield pools]] (ships + turrets share one absorb), and Carrier RF cancel.


Rocket Turret β†’ Probe Γ—10
=== 1) Small attack vs higher hull β€” no RF ===


It means:
* Attacker: '''10''' attack, '''no RF'''
* Targets: ships with '''15''' hull each


* When targeting a Probe,
{| class="wikitable"
* It may continue firing again after destroying one,
!What happens
* Up to the listed multiplier limit.
!Result
|-
|1 shot deals 10 into one ship
|That ship goes '''15 β†’ 5''' hull
|-
|No second shot
|'''0 kills''' this round β€” target is wounded, not dead
|-
|Next rounds
|Need another ~10 damage into the same (or another) hull to finish
|}


Rapid Fire does NOT multiply damage. It multiplies attack opportunities.
'''Takeaway:''' Low attack without RF is slow; you chip, you do not clear lines in one volley.
----
Β 
=== 2) Small attack vs higher hull β€” with RF Γ—2 ===
Β 
* Attacker: '''10''' attack, '''RF Γ—2''' against that type
* Targets: '''15''' hull each
Β 
{| class="wikitable"
!What happens
!Result
|-
|Expected '''~2''' shots Γ— 10 damage
|About '''20''' damage applied as two separate hits
|-
|Shot 1
|One ship '''15 β†’ 5'''
|-
|Shot 2 (often)
|Finishes the wounded ship ('''5 β†’ 0''') '''or''' chips a second ship
|-
|Compared to no RF
|You can get a '''kill in one round''' that RF 1 could not
|}
Β 
'''Takeaway:''' RF does not raise the gun from 10 β†’ 20 on one hit. It gives '''another 10-damage shot'''. That is how low attack still β€œfeels” RF.
Β 
=== 3) Small attack vs lower hull β€” no RF vs RF Γ—2 ===
Β 
* Attacker: '''10''' attack
* Targets: '''8''' hull each (one shot is enough to kill)
Β 
{| class="wikitable"
!Setup
!Per round (expected)
|-
|'''No RF'''
|'''1 kill''' β€” 10 damage into one 8-hull ship; '''2 overkill wasted'''
|-
|'''RF Γ—2'''
|About '''2 kills''' β€” two separate one-shots; each wastes a little overkill
|-
|'''Not''' what happens
|You do '''not''' get floor(10/8)=1 kill from leftover splash without RF, and you do '''not''' get floor(20/8)=2 from merging damage into one pool
|}


== How It Works In Battle ==
'''Takeaway:''' When you already one-shot the target, RF β‰ˆ '''extra kills per round''' equal to extra shots.
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,
=== 4) Very high attack vs tiny hull β€” no RF ===
Β  it may immediately attack another valid target.
4. This continues until:
Β  * No valid targets remain, OR
Β  * The Rapid Fire chain ends.
Then the unit’s turn ends for that round.
----


== Example 1 β€” No Rapid Fire ==
* Attacker: '''100''' attack, '''no RF'''
Scenario:
* Targets: '''10''' hull swarm (20+ ships)


1 Fighter (700 attack) vs 10 Probes (200 HP + 15 shield each)
{| class="wikitable"
!What happens
!Result
|-
|1 shot dumps 100 into one 10-hull ship
|'''1 kill'''; leftover '''90 is wasted'''
|-
|Rest of the swarm
|Untouched this round by that shooter
|-
|Wrong intuition
|Not β€œ100Γ·10 = 10 kills”
|}


Without Rapid Fire:
'''Takeaway:''' Big guns without RF are '''inefficient vs soft spam''' β€” classic reason RF exists.


* Fighter attacks once per round
=== 5) Very high attack vs tiny hull β€” with RF Γ—5 ===
* It destroys 1–2 probes per round
* Battle lasts multiple rounds


----
* Attacker: '''100''' attack, '''RF Γ—5''' against that soft type
* Targets: '''10''' hull swarm


== Example 2 β€” With Rapid Fire ==
{| class="wikitable"
Fighter has:
!What happens
!Result
|-
|Expected '''~5''' full shots
|About '''5 kills''' per round if every shot hits that type and one-shots
|-
|Still wasted overkill
|Each shot still throws away ~90 vs a 10-hull ship
|-
|Hard ceiling (feel)
|About '''RF kills per shooter per round''', not millions from raw attackΓ·hull
|-
|Safety in the combat model
|Destroys of a given type are also bounded by roughly '''shooter count Γ— RF''' (and you still need the damage)
|}


Probe Γ—5 Rapid Fire
'''Takeaway:''' Capitals shred swarms through '''many shots''', not by splashing one mega-hit across the whole blob.


Now:
=== 6) Capital vs fighter swarm β€” why high RF matters ===


Round 1:
* Attacker: one [[Colossus]] (huge attack, '''RF Γ—35''' vs [[Fighter]])
* Targets: a large Fighter swarm (each Fighter dies to one Colossus shot)


Attack 1 β†’ Probe destroyedΒ  Rapid Fire triggersΒ  Attack 2 β†’ Probe destroyedΒ  Rapid Fire triggersΒ  Attack 3 β†’ Probe destroyedΒ  Attack 4 β†’ Probe destroyedΒ  Attack 5 β†’ Probe destroyed
{| class="wikitable"
!What happens
!Result
|-
|Without meaningful RF (old feel: ~Γ—3)
|About '''3''' Fighters die per round β€” most of the Colossus gun is wasted as overkill into one tiny hull
|-
|With capital anti-fodder RF (~Γ—35)
|About '''35''' Fighters die per round from that one Colossus (still one kill per shot; leftover attack on each Fighter is wasted)
|-
|Still not unlimited
|Ceiling is catalog RF (and the combat '''Γ—40''' cap) β€” not β€œattack Γ· Fighter hull”
|}


Up to 5 attack cycles in one round.
'''How the three Realm 4 capitals split the job (feel, not a full table):'''


Result:
* [[Battlecruiser]] β€” strongest everyday '''screen clearer''' (Kamikaze / Fighter / Corvette / Frigate / soft logistics).
* [[Titan]] β€” '''fleet breaker''': solid light RF plus the best mid-line Rapid Fire (Cruiser, Destroyer, Battleship, Heavy Cruiser, Dreadnought).
* [[Colossus]] β€” highest light-fodder RF and the siege kit (soft turrets / domes), so a lone capital is no longer helpless against crumb swarms.


Most or all probes destroyed in a single round.
Carrier screens still cut enemy RF (at most by half) β€” swarms with Carriers remain a real answer, just not β€œignore every capital.”


Same attack value. Different outcome.
'''Takeaway:''' Capitals counter fodder the OGame way β€” '''many shots''' β€” not with %-damage reduction vs lower tiers.
----


== Defense Example ==
=== 7) Same tonnage, different hulls β€” who clears the screen? ===
Rocket Turret has:


Probe Γ—10Β  Light Interceptor Γ—2Β  Light Fighter Γ—2
Roughly '''one Colossus of tonnage''' (~'''2830''') as four fleets, '''no research''', asking how many soft hulls they can '''fully wipe in ≀3 rounds''' while still alive (engine RF + one-shot clear):


If 50 Light Interceptors attack:
{| class="wikitable"
!Fleet (~equal tonnage)
!Tonnage
!Fighters cleared (≀3r)
!Kamikazes cleared (≀3r)
|-
|'''1''' [[Colossus]]
|2829
|'''~105'''
|'''~120'''
|-
|'''1.5''' [[Titan]] (same mass as 1 Colossus)
|~2832
|'''~90'''
|'''~113'''
|-
|'''3''' [[Battlecruiser|Battlecruisers]]
|2925
|'''~270'''
|'''~315'''
|-
|'''30''' [[Heavy Cruiser|Heavy Cruisers]]
|2820
|'''~460'''
|'''~1080'''
|}


Each turret can potentially eliminate multiple interceptors in a single round.
'''Read it this way:'''


This makes swarm-only strategies risky.
* Per tonnage, '''mid Heavy Cruisers''' still clear the largest light screens β€” many hulls Γ— solid RF (Γ—7 Fighter / Γ—12 Kamikaze).
----
* '''Battlecruisers''' are the capital screen specialists: far above a lone Colossus/Titan on crumbs, still below a full HC line.
* '''Colossus / Titan''' are not useless vs fodder anymore (tens of kills per round), but their job is not β€œbest pure swarm eraser” β€” they bring siege / mid-line RF and raw toughness.
* If the light swarm is '''enormous''', return fire can end the fight in '''one''' round β€” you only get that first volley’s RF kills. The table above is the size you can still '''finish''' in three rounds.


== Why Rapid Fire Matters ==
'''Takeaway:''' Equal tonnage β‰  equal anti-swarm. Capitals gained real RF; '''count Γ— RF''' still favors a mid screen-clear line for pure Fighter/Kamikaze farms.
Rapid Fire:


* Punishes mono-fleet compositions
=== Quick comparison table ===
* Encourages mixed fleets
* Makes counter-building viable
* Defines meta strategies


Example:
{| class="wikitable"
!Case
!Attack
!Target hull
!RF
!Expected this round (1 shooter)
|-
|Chip, no RF
|10
|15
|none
|Wound only (0 kills)
|-
|Chip, RF Γ—2
|10
|15
|Γ—2
|Often '''1 kill''' (two chips)
|-
|One-shot, no RF
|10
|8
|none
|'''1 kill'''
|-
|One-shot, RF Γ—2
|10
|8
|Γ—2
|'''~2 kills'''
|-
|Overkill, no RF
|100
|10
|none
|'''1 kill''' (90 wasted)
|-
|Overkill, RF Γ—5
|100
|10
|Γ—5
|'''~5 kills''' (not 10+)
|}


Heavy Laser β†’ Cruiser Γ—3Β  If opponent brings only Cruisers,Β  Heavy Lasers gain exponential defensive value.
----
----


== Important Clarifications ==
== What players feel in real fleets ==


* Rapid Fire only applies to specific target types.
* High RF into a type you '''can''' kill (or finish with the extra shots) β†’ that line melts fast.
* It does not increase base damage.
* Realm 4 capitals now carry real anti-fodder RF (tens of shots) β€” pure light spam is no longer a free answer to a lone capital stack.
* It does not bypass shields.
* High RF into a type your gun '''cannot''' break β†’ mostly wasted catalog text; raise firepower or pick a better counter.
* It only triggers if the target is destroyed.
* Mixing endless cargo/probes in front of capitals does '''not''' give capitals free multi-kill budgets.
* It resets each combat round.
* [[Carrier|Carriers]] make enemy RF softer against your fleet, but never erase a strong RF edge completely.


----
----


== Strategic Implications ==
== Carrier screen ==
Early Game:
[[Carrier|Carriers]] (and similar escorts with RF-cancel) '''soften''' enemy rapid fire against your fleet:


* Rocket Turrets counter Probe spam.
* Each Carrier contributes cancel/cover points (Carrier: '''2''' cancel points covering '''20''' friendly hulls each in catalog terms).
* Flak Cannons counter interceptor swarms.
* Screen points are capped (about '''3''' cancel points max in the combat model).
* Screens cancel at most '''half''' of the attacker’s RF advantage β€” you always keep at least half of a strong RF edge.
* Screens are recomputed '''each round''' β€” lost Carriers mean thinner protection later in the fight.
* [[Player Classes|Guardian]] class improves RF cancel effectiveness (about '''+50%''' to cancel points).


Mid Game:
Screens reduce RF pressure; they do not erase it.


* Destroyers counter shield-heavy fleets.
----
* Railgun Towers punish tank-heavy compositions.


Late Game:
== Practical tips ==


* Prism Towers counter Titans and Battlecruisers.
* Bring Carriers when you expect RF-heavy enemy fleets (Battlecruisers, Titans, Colossi, Destroyers, etc. into your light lines).
* Plasma Cannons dominate armored fleets.
* Do not rely on cargo/probes to β€œsoak” RF kill budgets for your capitals.
* Against pure light swarms, prefer the capital whose RF matches the screen (Battlecruiser / Colossus for crumbs; Titan when mid hulls mix in).
* Check each ship or defense page’s rapid-fire list when theorycrafting counters β€” and ask β€œcan this gun actually kill that hull in one shot (or two with RF)?”
* Soft defense spam still needs enough '''shots that land after shields'''; RF on turrets only helps if the damage reaches hull. Colony ships and turrets share '''one''' attacker [[Damage and Shields|shield pool]] each round (not two separate absorbs).
* Turrets follow the same [[Targeting and Priority|front-screen bias]] as fleets when they fire β€” and when ships + turrets fire together, that priority is applied once to the combined volley.


Fleet diversity reduces Rapid Fire vulnerability.
----
----


== Related Systems ==
== References ==


* [[Targeting and Priority]]
* [[Fleet Combat]] Β· [[Targeting and Priority]] Β· [[Damage and Shields]] Β· [[Carrier]] Β· [[Fleet and Ships]] Β· [[Player Classes]]
* [[Damage and Shields]]
* [[Fleet Formations]]
* [[Defenses]]
* [[Fleet and Ships]]

Latest revision as of 21:36, 17 September 2026

Rapid Fire

Rapid Fire (RF) is a combat modifier between unit types. The catalog value (for example Γ—5) is how many shots one shooter expects against that target type in a round β€” OGame-style β€” not a free damage multiplier and not unlimited splash kills.

RF is capped at 40 in combat calculations (so capital anti-fodder values in the Γ—30–×40 band are not clipped). Carrier screens can soften effective RF (see below).


Core rules (remember these)

  1. One shot hits one target. Full weapon damage goes into that one unit.
  2. Overkill is wasted. If you deal 100 damage to a 10-hull ship, the leftover 90 does not jump to the next ship.
  3. RF adds more shots, not bigger guns. Expected shots β‰ˆ catalog RF when you keep hitting that RF type (after screens).
  4. RF cannot invent kills if your attack is too weak to finish (or meaningfully chip) the target β€” you still need damage.
  5. Soft / logistics hulls with RF 1 do not donate unused kill slots to capitals.
Without RF With RF Γ—R
1 shot per living shooter per round About R shots per living shooter per round (expected) against that target type
High attack vs soft swarm β†’ mostly 1 kill (rest overkill wasted) High attack vs soft swarm β†’ about R kills if each shot one-shots
Low attack vs tough hull β†’ chips one target Low attack Γ— R shots β†’ more total chip damage; may finish a wounded ship in the same round

Worked examples

Numbers below are toy examples (one attacker, one round, ignore shields/screens) so the logic is obvious. Real battles also use targeting priority, shared shield pools (ships + turrets share one absorb), and Carrier RF cancel.

1) Small attack vs higher hull β€” no RF

  • Attacker: 10 attack, no RF
  • Targets: ships with 15 hull each
What happens Result
1 shot deals 10 into one ship That ship goes 15 β†’ 5 hull
No second shot 0 kills this round β€” target is wounded, not dead
Next rounds Need another ~10 damage into the same (or another) hull to finish

Takeaway: Low attack without RF is slow; you chip, you do not clear lines in one volley.

2) Small attack vs higher hull β€” with RF Γ—2

  • Attacker: 10 attack, RF Γ—2 against that type
  • Targets: 15 hull each
What happens Result
Expected ~2 shots Γ— 10 damage About 20 damage applied as two separate hits
Shot 1 One ship 15 β†’ 5
Shot 2 (often) Finishes the wounded ship (5 β†’ 0) or chips a second ship
Compared to no RF You can get a kill in one round that RF 1 could not

Takeaway: RF does not raise the gun from 10 β†’ 20 on one hit. It gives another 10-damage shot. That is how low attack still β€œfeels” RF.

3) Small attack vs lower hull β€” no RF vs RF Γ—2

  • Attacker: 10 attack
  • Targets: 8 hull each (one shot is enough to kill)
Setup Per round (expected)
No RF 1 kill β€” 10 damage into one 8-hull ship; 2 overkill wasted
RF Γ—2 About 2 kills β€” two separate one-shots; each wastes a little overkill
Not what happens You do not get floor(10/8)=1 kill from leftover splash without RF, and you do not get floor(20/8)=2 from merging damage into one pool

Takeaway: When you already one-shot the target, RF β‰ˆ extra kills per round equal to extra shots.

4) Very high attack vs tiny hull β€” no RF

  • Attacker: 100 attack, no RF
  • Targets: 10 hull swarm (20+ ships)
What happens Result
1 shot dumps 100 into one 10-hull ship 1 kill; leftover 90 is wasted
Rest of the swarm Untouched this round by that shooter
Wrong intuition Not β€œ100Γ·10 = 10 kills”

Takeaway: Big guns without RF are inefficient vs soft spam β€” classic reason RF exists.

5) Very high attack vs tiny hull β€” with RF Γ—5

  • Attacker: 100 attack, RF Γ—5 against that soft type
  • Targets: 10 hull swarm
What happens Result
Expected ~5 full shots About 5 kills per round if every shot hits that type and one-shots
Still wasted overkill Each shot still throws away ~90 vs a 10-hull ship
Hard ceiling (feel) About RF kills per shooter per round, not millions from raw attackΓ·hull
Safety in the combat model Destroys of a given type are also bounded by roughly shooter count Γ— RF (and you still need the damage)

Takeaway: Capitals shred swarms through many shots, not by splashing one mega-hit across the whole blob.

6) Capital vs fighter swarm β€” why high RF matters

  • Attacker: one Colossus (huge attack, RF Γ—35 vs Fighter)
  • Targets: a large Fighter swarm (each Fighter dies to one Colossus shot)
What happens Result
Without meaningful RF (old feel: ~Γ—3) About 3 Fighters die per round β€” most of the Colossus gun is wasted as overkill into one tiny hull
With capital anti-fodder RF (~Γ—35) About 35 Fighters die per round from that one Colossus (still one kill per shot; leftover attack on each Fighter is wasted)
Still not unlimited Ceiling is catalog RF (and the combat Γ—40 cap) β€” not β€œattack Γ· Fighter hull”

How the three Realm 4 capitals split the job (feel, not a full table):

  • Battlecruiser β€” strongest everyday screen clearer (Kamikaze / Fighter / Corvette / Frigate / soft logistics).
  • Titan β€” fleet breaker: solid light RF plus the best mid-line Rapid Fire (Cruiser, Destroyer, Battleship, Heavy Cruiser, Dreadnought).
  • Colossus β€” highest light-fodder RF and the siege kit (soft turrets / domes), so a lone capital is no longer helpless against crumb swarms.

Carrier screens still cut enemy RF (at most by half) β€” swarms with Carriers remain a real answer, just not β€œignore every capital.”

Takeaway: Capitals counter fodder the OGame way β€” many shots β€” not withΒ %-damage reduction vs lower tiers.

7) Same tonnage, different hulls β€” who clears the screen?

Roughly one Colossus of tonnage (~2830) as four fleets, no research, asking how many soft hulls they can fully wipe in ≀3 rounds while still alive (engine RF + one-shot clear):

Fleet (~equal tonnage) Tonnage Fighters cleared (≀3r) Kamikazes cleared (≀3r)
1 Colossus 2829 ~105 ~120
1.5 Titan (same mass as 1 Colossus) ~2832 ~90 ~113
3 Battlecruisers 2925 ~270 ~315
30 Heavy Cruisers 2820 ~460 ~1080

Read it this way:

  • Per tonnage, mid Heavy Cruisers still clear the largest light screens β€” many hulls Γ— solid RF (Γ—7 Fighter / Γ—12 Kamikaze).
  • Battlecruisers are the capital screen specialists: far above a lone Colossus/Titan on crumbs, still below a full HC line.
  • Colossus / Titan are not useless vs fodder anymore (tens of kills per round), but their job is not β€œbest pure swarm eraser” β€” they bring siege / mid-line RF and raw toughness.
  • If the light swarm is enormous, return fire can end the fight in one round β€” you only get that first volley’s RF kills. The table above is the size you can still finish in three rounds.

Takeaway: Equal tonnage β‰  equal anti-swarm. Capitals gained real RF; count Γ— RF still favors a mid screen-clear line for pure Fighter/Kamikaze farms.

Quick comparison table

Case Attack Target hull RF Expected this round (1 shooter)
Chip, no RF 10 15 none Wound only (0 kills)
Chip, RF Γ—2 10 15 Γ—2 Often 1 kill (two chips)
One-shot, no RF 10 8 none 1 kill
One-shot, RF Γ—2 10 8 Γ—2 ~2 kills
Overkill, no RF 100 10 none 1 kill (90 wasted)
Overkill, RF Γ—5 100 10 Γ—5 ~5 kills (not 10+)

What players feel in real fleets

  • High RF into a type you can kill (or finish with the extra shots) β†’ that line melts fast.
  • Realm 4 capitals now carry real anti-fodder RF (tens of shots) β€” pure light spam is no longer a free answer to a lone capital stack.
  • High RF into a type your gun cannot break β†’ mostly wasted catalog text; raise firepower or pick a better counter.
  • Mixing endless cargo/probes in front of capitals does not give capitals free multi-kill budgets.
  • Carriers make enemy RF softer against your fleet, but never erase a strong RF edge completely.

Carrier screen

Carriers (and similar escorts with RF-cancel) soften enemy rapid fire against your fleet:

  • Each Carrier contributes cancel/cover points (Carrier: 2 cancel points covering 20 friendly hulls each in catalog terms).
  • Screen points are capped (about 3 cancel points max in the combat model).
  • Screens cancel at most half of the attacker’s RF advantage β€” you always keep at least half of a strong RF edge.
  • Screens are recomputed each round β€” lost Carriers mean thinner protection later in the fight.
  • Guardian class improves RF cancel effectiveness (about +50% to cancel points).

Screens reduce RF pressure; they do not erase it.


Practical tips

  • Bring Carriers when you expect RF-heavy enemy fleets (Battlecruisers, Titans, Colossi, Destroyers, etc. into your light lines).
  • Do not rely on cargo/probes to β€œsoak” RF kill budgets for your capitals.
  • Against pure light swarms, prefer the capital whose RF matches the screen (Battlecruiser / Colossus for crumbs; Titan when mid hulls mix in).
  • Check each ship or defense page’s rapid-fire list when theorycrafting counters β€” and ask β€œcan this gun actually kill that hull in one shot (or two with RF)?”
  • Soft defense spam still needs enough shots that land after shields; RF on turrets only helps if the damage reaches hull. Colony ships and turrets share one attacker shield pool each round (not two separate absorbs).
  • Turrets follow the same front-screen bias as fleets when they fire β€” and when ships + turrets fire together, that priority is applied once to the combined volley.

References