Targeting and Priority: Difference between revisions
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= Targeting and Priority = | = Targeting and Priority = | ||
Combat does not spray damage evenly across every enemy ship. Fire is biased toward '''front-line''' hulls first, then middle combat ships, then rear logistics and support. | |||
---- | ---- | ||
== | == Echelons == | ||
Ships have a '''target priority''' tier in the catalog: | |||
Β | |||
Β | |||
3 | {| class="wikitable" | ||
!Tier | |||
!Role | |||
!Examples | |||
|- | |||
|1 β Front | |||
|Screens & light combat | |||
|Fighters, Corvette, Frigate, Interceptors | |||
|- | |||
|2 β Middle | |||
|Main combat line | |||
|Cruiser, Battleship, Battlecruiser, Bomber, heavy combat hulls | |||
|- | |||
|3 β Rear | |||
|Logistics & support | |||
|Cargo, Recyclers, Probe, Carrier, healers / support | |||
|} | |||
Exact tier per hull is on that shipβs catalog page. | |||
---- | ---- | ||
== | == How damage is shared == | ||
When the front tier still has ships: | |||
Β | |||
Β | |||
Β | |||
Β | |||
* Most incoming damage hits the '''front''' (typically clamped around '''60β98.5%''', with a little random jitter). | |||
* '''Rear''' (and deeper) shares are tightly limited (on the order of a few percent combined) while a real front screen exists. | |||
* Within a tier, damage splits by '''ship count''' (quantity), not by individual hit points alone. | |||
If the front cannot absorb everything (or is wiped), unused damage '''escalates''' into middle and rear tiers. | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Β | |||
Tier bias weights front much more heavily than middle or rear when computing shares, so fat fighter screens soak fire; thin screens leak hits into your battle line and backline. | |||
---- | ---- | ||
== | == Player implications == | ||
* | * '''Fat screens''' protect Capitals and logistics β expect light craft to die first. | ||
* | * '''Thin or missing fronts''' expose Cruisers, Battleships, and Carriers much earlier. | ||
* | * Rear logistics and Carriers are hard to snipe while a solid front still stands. | ||
* [[Rapid Fire]] interacts with this: high RF into the front clears screens faster and opens deeper tiers sooner. | |||
---- | ---- | ||
== | == References == | ||
* [[Rapid Fire]] | * [[Fleet Combat]] Β· [[Rapid Fire]] Β· [[Damage and Shields]] Β· [[Carrier]] Β· [[Fleet and Ships]] | ||
Revision as of 07:19, 13 September 2026
Targeting and Priority
Combat does not spray damage evenly across every enemy ship. Fire is biased toward front-line hulls first, then middle combat ships, then rear logistics and support.
Echelons
Ships have a target priority tier in the catalog:
| Tier | Role | Examples |
|---|---|---|
| 1 β Front | Screens & light combat | Fighters, Corvette, Frigate, Interceptors |
| 2 β Middle | Main combat line | Cruiser, Battleship, Battlecruiser, Bomber, heavy combat hulls |
| 3 β Rear | Logistics & support | Cargo, Recyclers, Probe, Carrier, healers / support |
Exact tier per hull is on that shipβs catalog page.
When the front tier still has ships:
- Most incoming damage hits the front (typically clamped around 60β98.5%, with a little random jitter).
- Rear (and deeper) shares are tightly limited (on the order of a few percent combined) while a real front screen exists.
- Within a tier, damage splits by ship count (quantity), not by individual hit points alone.
If the front cannot absorb everything (or is wiped), unused damage escalates into middle and rear tiers.
Tier bias weights front much more heavily than middle or rear when computing shares, so fat fighter screens soak fire; thin screens leak hits into your battle line and backline.
Player implications
- Fat screens protect Capitals and logistics β expect light craft to die first.
- Thin or missing fronts expose Cruisers, Battleships, and Carriers much earlier.
- Rear logistics and Carriers are hard to snipe while a solid front still stands.
- Rapid Fire interacts with this: high RF into the front clears screens faster and opens deeper tiers sooner.
References
- Fleet Combat Β· Rapid Fire Β· Damage and Shields Β· Carrier Β· Fleet and Ships