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Corvette Stats?

By on June 21, 2012 6:26:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

HarryMcGrath

Join Date 04/2010
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I know from the wiki that they're strong vs. frigates, cruisers, capital ships, strike craft, titans. But that's so vague.

What is their armor type and damage type, and what bonuses do they get Vs different armor types?

I'm trying to get my head round counters at the moment and the comparison charts don't account for titans or corvettes as they were made before rebellion.

While we're on the subject, what is the stat breakdown for titans? I presume they're anti very heavy/structure?

 

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June 21, 2012 6:54:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Taken from Gameplay.constants:

DamagePercentBonus:ANTIVERYLIGHT:CapitalShip 0.5
DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.33333
DamagePercentBonus:ANTIVERYLIGHT:Light 0.75
DamagePercentBonus:ANTIVERYLIGHT:Medium 0.5
DamagePercentBonus:ANTIVERYLIGHT:Heavy 0.5
DamagePercentBonus:ANTIVERYLIGHT:VeryHeavy 0.5
DamagePercentBonus:ANTIVERYLIGHT:Module 0.35
DamagePercentBonus:ANTIVERYLIGHT:Pirate 0.25
DamagePercentBonus:ANTIVERYLIGHT:Titan 0.45
DamagePercentBonus:ANTILIGHT:CapitalShip 0.5
DamagePercentBonus:ANTILIGHT:VeryLight 1.0
DamagePercentBonus:ANTILIGHT:Light 2.0
DamagePercentBonus:ANTILIGHT:Medium 0.5
DamagePercentBonus:ANTILIGHT:Heavy 0.5
DamagePercentBonus:ANTILIGHT:VeryHeavy 0.5
DamagePercentBonus:ANTILIGHT:Module 0.35
DamagePercentBonus:ANTILIGHT:Pirate 0.50
DamagePercentBonus:ANTILIGHT:Titan 0.45
DamagePercentBonus:ANTIMEDIUM:CapitalShip 0.75
DamagePercentBonus:ANTIMEDIUM:VeryLight 1.0
DamagePercentBonus:ANTIMEDIUM:Light 1.0
DamagePercentBonus:ANTIMEDIUM:Medium 1.33333
DamagePercentBonus:ANTIMEDIUM:Heavy 0.75
DamagePercentBonus:ANTIMEDIUM:VeryHeavy 0.75
DamagePercentBonus:ANTIMEDIUM:Module 0.50
DamagePercentBonus:ANTIMEDIUM:Pirate 0.65
DamagePercentBonus:ANTIMEDIUM:Titan 0.70
DamagePercentBonus:ANTIHEAVY:CapitalShip 0.5
DamagePercentBonus:ANTIHEAVY:VeryLight 1.0
DamagePercentBonus:ANTIHEAVY:Light 0.75
DamagePercentBonus:ANTIHEAVY:Medium 1.0
DamagePercentBonus:ANTIHEAVY:Heavy 1.5
DamagePercentBonus:ANTIHEAVY:VeryHeavy 0.5
DamagePercentBonus:ANTIHEAVY:Module 0.5
DamagePercentBonus:ANTIHEAVY:Pirate 0.60
DamagePercentBonus:ANTIHEAVY:Titan 0.45
DamagePercentBonus:ANTIVERYHEAVY:CapitalShip 0.6
DamagePercentBonus:ANTIVERYHEAVY:VeryLight 0.5
DamagePercentBonus:ANTIVERYHEAVY:Light 0.5
DamagePercentBonus:ANTIVERYHEAVY:Medium 0.5
DamagePercentBonus:ANTIVERYHEAVY:Heavy 0.5
DamagePercentBonus:ANTIVERYHEAVY:VeryHeavy 1.0
DamagePercentBonus:ANTIVERYHEAVY:Module 0.65
DamagePercentBonus:ANTIVERYHEAVY:Pirate 0.50
DamagePercentBonus:ANTIVERYHEAVY:Titan 0.55
DamagePercentBonus:ANTIMODULE:CapitalShip 1.0
DamagePercentBonus:ANTIMODULE:VeryLight 0.25
DamagePercentBonus:ANTIMODULE:Light 0.25
DamagePercentBonus:ANTIMODULE:Medium 0.5
DamagePercentBonus:ANTIMODULE:Heavy 0.75
DamagePercentBonus:ANTIMODULE:VeryHeavy 1.0
DamagePercentBonus:ANTIMODULE:Module 2.0
DamagePercentBonus:ANTIMODULE:Pirate 0.30
DamagePercentBonus:ANTIMODULE:Titan 1.0
DamagePercentBonus:COMPOSITE:CapitalShip 0.75
DamagePercentBonus:COMPOSITE:VeryLight 1.0
DamagePercentBonus:COMPOSITE:Light 1.5
DamagePercentBonus:COMPOSITE:Medium 1.25
DamagePercentBonus:COMPOSITE:Heavy 1.0
DamagePercentBonus:COMPOSITE:VeryHeavy 1.0
DamagePercentBonus:COMPOSITE:Module 0.75
DamagePercentBonus:COMPOSITE:Pirate 1.2
DamagePercentBonus:COMPOSITE:Titan 0.70
DamagePercentBonus:CAPITALSHIP:CapitalShip 1.0
DamagePercentBonus:CAPITALSHIP:VeryLight 0.25
DamagePercentBonus:CAPITALSHIP:Light 0.75
DamagePercentBonus:CAPITALSHIP:Medium 1.0
DamagePercentBonus:CAPITALSHIP:Heavy 1.0
DamagePercentBonus:CAPITALSHIP:VeryHeavy 1.0
DamagePercentBonus:CAPITALSHIP:Module 0.75
DamagePercentBonus:CAPITALSHIP:Pirate 0.90
DamagePercentBonus:CAPITALSHIP:Titan 0.95
DamagePercentBonus:CAPITALABILITY:CapitalShip 0.75
DamagePercentBonus:CAPITALABILITY:VeryLight 1.0
DamagePercentBonus:CAPITALABILITY:Light 1.0
DamagePercentBonus:CAPITALABILITY:Medium 1.0
DamagePercentBonus:CAPITALABILITY:Heavy 1.0
DamagePercentBonus:CAPITALABILITY:VeryHeavy 1.0
DamagePercentBonus:CAPITALABILITY:Module 1.0
DamagePercentBonus:CAPITALABILITY:Pirate 0.75
DamagePercentBonus:CAPITALABILITY:Titan 0.75
DamagePercentBonus:TITAN:CapitalShip 1.0
DamagePercentBonus:TITAN:VeryLight 0.25
DamagePercentBonus:TITAN:Light 0.75
DamagePercentBonus:TITAN:Medium 1.0
DamagePercentBonus:TITAN:Heavy 1.0
DamagePercentBonus:TITAN:VeryHeavy 1.0
DamagePercentBonus:TITAN:Module 0.75
DamagePercentBonus:TITAN:Pirate 0.90
DamagePercentBonus:TITAN:Titan 1.0


Corvettes have their primary weapons as composite, their secondary AA guns as anti-light, and have verylight armor.

Titans have titan armor and titan weapons.

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June 21, 2012 7:20:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So from those numbers it seems Corvettes are best against Bomber, Scout, LRM, Seige. Nearly as good against Basic assault, Normal DPS against HC/fighters and bad against Capitals/titans.

Armor being verylight would mean flac hard counters them, everything else deals moderate damage except Bombers or Capitals which deal least dmg Vs Corvettes.

With all that in mind it seems they're theoretically best suited as anti Bomber, with a secondary of Anti Basic Assault/LRM, when not used as harass units of course.

Last question, what are the actual weapon types on corvettes? Beam/phase missile e.t.c.? Or is the weapon type implicit in the damage type? I.E. Same as Vas HC?

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June 21, 2012 7:31:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

They have a mix of weapons. And all of them are composite types so they are effective against all armor types no matter how you look at the numbers especially on mass.

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June 21, 2012 7:35:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

right, but given a certain strategy. Say you want to use them as anti LRM, would they use Phase missiles against LRM ships, or what? So if I wanted to use them in a certain role, could I tech a damage buff (Phase missile as Vas) and be sure it would increase their damage output in the role i intended it for?

Like how even though Vas HC have composite damage type, their Weapon type is wave. So if i want to increase the over all damage output of vas HCs I tech up the 'wave' branch in warfare.

This is why I would like to know the specific numbers and weapon types. The answer remains unanswered. Thanks for the input though.

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June 21, 2012 7:39:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Responding in blue.

Quoting HarryMcGrath,
So from those numbers it seems Corvettes are best against Bomber, Scout, LRM, Seige. Nearly as good against Basic assault, Normal DPS against HC/fighters and bad against Capitals/titans.

Yep.

Armor being verylight would mean flac hard counters them, everything else deals moderate damage except Bombers or Capitals which deal least dmg Vs Corvettes.

Yes again.  That said, capital and titan AoE's obliterate Corvettes late-game.

With all that in mind it seems they're theoretically best suited as anti Bomber, with a secondary of Anti Basic Assault/LRM, when not used as harass units of course.

They help against bombers, but their primary purposes are the demolition of LRF which were the primary spammed unit in Diplomacy and earlier.

Last question, what are the actual weapon types on corvettes? Beam/phase missile e.t.c.? Or is the weapon type implicit in the damage type? I.E. Same as Vas HC?

That's on the infocard.

Harry, if you'd like to know anything beyond that, go download a copy of the files in text format from Harpo's utility thread.

 

 

Quoting Rovert10,
They have a mix of weapons. And all of them are composite types so they are effective against all armor types no matter how you look at the numbers especially on mass.

Wrong.  Taken from the VL corvette:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Corvette"
statCountType "FrigateCorvette"
mainViewIcon "MAINVIEWICON_CORVETTE_PHASE"
picture "CORVETTEPICTURE_PHASE_LOYALIST"
NameStringID "IDS_CORVETTE_PHASELOYALIST_NAME"
DescriptionStringID "IDS_CORVETTE_PHASELOYALIST_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_CORVETTE_PHASE"
basePrice
credits 220.000000
metal 20.000000
crystal 25.000000
slotCount 4.000000
BuildTime 15.000000
hasLevels FALSE
ExperiencePointsForDestroying 12.000000
MaxHullPoints 390.000000
MaxShieldPoints 160.000000
HullPointRestoreRate 0.900000
ShieldPointRestoreRate 0.600000
BaseArmorPoints 1.250000
maxMitigation 0.600000
Prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_CORVETTEACCESS_PHASELOYALIST"
Level 1
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
numRandomDebrisLarge 1
numRandomDebrisSmall 10
numSpecificDebris 0
armorType "VeryLight"
hudIcon "HUDICON_CORVETTE_PHASE"
smallHudIcon "MAINVIEWICON_CORVETTE_PHASE"
infoCardIcon "INFOCARDICON_CORVETTE_PHASE"
minZoomDistanceMult 6.000000
NumWeapons 3
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "PULSEGUN"
DamagePerBank:FRONT 35.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3000.000000
PreBuffCooldownTime 12.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 3600.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 2
burstDelay 0.350000
fireDelay 0.000000
muzzleEffectName "Weapon_NaniteCombatPulseGun_Muzzle"
muzzleSoundMinRespawnTime 1.000000
muzzleSounds
soundCount 2
sound "WEAPON_PHASECAPITALPULSEGUNLIGHT_MUZZLE"
sound "WEAPON_PHASECAPITALPULSEGUNLIGHT_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalPulseGunLight_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_NaniteCombatPulseGun_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "PHASEMISSILE"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 30.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3500.000000
PreBuffCooldownTime 13.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.000000
TravelSpeed 1200.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 2
burstDelay 0.600000
fireDelay 0.000000
muzzleEffectName "Weapon_PhaseCapitalMissileBomber_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 2
sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE"
sound "WEAPON_PHASESUPPORTMISSILEMEDIUM_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalMissileBomber_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHASEMISSILEMEDIUM_HITGENERIC"
missileTravelEffectName "Weapon_PhaseCapitalMissileBomber_Travel"
missileStartTurningDistance 10.000000
missileSlowTurnRate 3.141593
missileMaxSlowTurnTime 1.000000
Weapon
WeaponType "Beam"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "FLASHBEAM"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 23.000000
DamagePerBank:RIGHT 23.000000
Range 3000.000000
PreBuffCooldownTime 9.500000
CanFireAtFighter TRUE
SynchronizedTargeting FALSE
PointStaggerDelay 0.250000
TravelSpeed 0.000000
Duration 0.100000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 3
burstDelay 0.200000
fireDelay 0.000000
muzzleEffectName "Weapon_PhaseCapitalFlashBeamFighter_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PhaseCapitalFlashBeamFighter_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 2
sound "WEAPON_PHASECAPITALFLASHBEAMHEAVY_TRAVEL"
sound "WEAPON_PHASECAPITALFLASHBEAMHEAVY_TRAVEL_ALT1"
beamGlowTextureName "PhaseCapitalBeam_Glow"
beamCoreTextureName "PhaseCapitalBeam_Core_Light"
beamWidth 10.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
...

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June 21, 2012 7:43:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting HarryMcGrath,
Quoting Rovert10,
reply 3
They have a mix of weapons. And all of them are composite types so they are effective against all armor types no matter how you look at the numbers especially on mass.

Wrong. Taken from the VL corvette:

Only the side guns that can fire on strikecraft are antilight. But their primary weapons intended for frigates and larger are composite, so in a sense you're both right.

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June 21, 2012 7:50:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I didn't comment on the weapontype because I knew that was correct, just the damagetype because it wasn't.  That's why I bolded that part..

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June 21, 2012 7:56:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You have to understand Volt that Goa is "The Great Compromiser"....in his eyes, everyone is always right....

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June 21, 2012 7:58:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So, front loaded Pulse gun, back loaded phase missiles, side loaded flash beam. Wicked.

I presume the corvettes will shoot Pulse guns on approach and phase missiles on retreat as they swarm back and forth. Indicating a fairly equal distribution of pulse gun/phase missiles on Frigs/cruisers/caps e.t.c. While using beam weaponry to engage strike squadrons.

thanks for the tip Volt regarding the intended design as being anti LRM, i can certainly see their use in that role, though I do very much also like their flexibility regarding context.

I recon I'm much more comfortable with corvettes now. Thanks for the replies!

 

EDIT: I'm off to download the txt files!

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June 21, 2012 7:58:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
You have to understand Volt that Goa is "The Great Compromiser"....in his eyes, everyone is always right....

Alright, in this case maybe you're right, but do I really always do that?

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June 21, 2012 8:04:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Quoting Seleuceia, reply 9You have to understand Volt that Goa is "The Great Compromiser"....in his eyes, everyone is always right....

Alright, in this case maybe you're right, but do I really always do that?

Goa, 2+2=5.  Say I'm right. 

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June 21, 2012 8:08:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Alright, in this case maybe you're right, but do I really always do that?

So many times me and others (like RiddleKing) have tried to troll each other, only to end up "both being right" and running out of feces to throw at each other...

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June 21, 2012 8:14:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Volt_Cruelerz,
Goa, 2+2=5. Say I'm right.

2 + 2 = 6 would get a maybe from me, but I'm afraid you're wrong Volt.

Quoting Seleuceia,
So many times me and others (like RiddleKing) have tried to troll each other, only to end up "both being right" and running out of feces to throw at each other...

Quotes or it didn't happen.

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June 21, 2012 8:26:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Quoting Volt_Cruelerz, reply 12Goa, 2+2=5. Say I'm right.

2 + 2 = 6 would get a maybe from me, but I'm afraid you're wrong Volt. 

lol 

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