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Rapid Fire: Difference between revisions

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= Rapid Fire =
= Rapid Fire =
'''Rapid Fire (RF)''' is a ship-vs-ship combat modifier. Catalog RF values say how effectively one hull type can cut down another in the same battle (for example, capital ships shredding swarms of light craft).
'''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 '''20''' in combat calculations.
RF is capped at '''20''' in combat calculations. Carrier screens can soften effective RF (see below).


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== What players feel ==
== Core rules (remember these) ==


* High RF against a target type means those shooters can remove many of that hull per round β€” soft screens and light craft die fast under strong RF.
# '''One shot hits one target.''' Full weapon damage goes into that one unit.
* Low RF (including logistics with RF 1) does '''not''' donate β€œfree kill slots” to capitals. Soft ships only contribute kills according to the damage they actually deal.
# '''Overkill is wasted.''' If you deal 100 damage to a 10-hull ship, the leftover '''90 does not''' jump to the next ship.
* RF tables are defined per ship type in the fleet catalog (see individual [[Fleet and Ships|ship]] pages and rapid-fire lists on those pages).
# '''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.
Β 
{| 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
|}
Β 
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Β 
== Worked examples ==
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.
Β 
=== 1) Small attack vs higher hull β€” no RF ===
Β 
* Attacker: '''10''' attack, '''no RF'''
* Targets: ships with '''15''' hull each
Β 
{| class="wikitable"
!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
|}
Β 
'''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
|}
Β 
'''Takeaway:''' When you already one-shot the target, RF β‰ˆ '''extra kills per round''' equal to extra shots.
Β 
=== 4) Very high attack vs tiny hull β€” no RF ===
Β 
* Attacker: '''100''' attack, '''no RF'''
* Targets: '''10''' hull swarm (20+ ships)
Β 
{| 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”
|}
Β 
'''Takeaway:''' Big guns without RF are '''inefficient vs soft spam''' β€” classic reason RF exists.
Β 
=== 5) Very high attack vs tiny hull β€” with RF Γ—5 ===
Β 
* Attacker: '''100''' attack, '''RF Γ—5''' against that soft type
* Targets: '''10''' hull swarm
Β 
{| class="wikitable"
!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)
|}
Β 
'''Takeaway:''' Capitals shred swarms through '''many shots''', not by splashing one mega-hit across the whole blob.
Β 
=== Quick comparison table ===
Β 
{| 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+)
|}
Β 
----
Β 
== What players feel in real fleets ==
Β 
* High RF into a type you '''can''' kill (or finish with the extra shots) β†’ that line melts fast.
* 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.
* [[Carrier|Carriers]] make enemy RF softer against your fleet, but never erase a strong RF edge completely.


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* Bring Carriers when you expect RF-heavy enemy fleets (Battlecruisers, Destroyers, etc. into your light lines).
* Bring Carriers when you expect RF-heavy enemy fleets (Battlecruisers, Destroyers, etc. into your light lines).
* Don’t rely on cargo/probes to β€œsoak” RF kill budgets for your capitals β€” soft hulls no longer donate unused kill ceilings.
* Do not rely on cargo/probes to β€œsoak” RF kill budgets for your capitals.
* Check each ship page’s rapid-fire list when theorycrafting counters.
* 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.


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Revision as of 11:14, 13 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 20 in combat calculations. 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.

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.
  • 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, Destroyers, etc. into your light lines).
  • Do not rely on cargo/probes to β€œsoak” RF kill budgets for your capitals.
  • 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