Heavy Cruisers

ok got bored a bit and decided to do a bit of research on HC's and heres what i came up with:


just cause i was bored, decided to dig up some stats on the heavy cruisers

TEC

Credits 500
metal 100
crystal 70
damage 72
banks 1 Front
refire rate 4 seconds
hull 1050
shields 600
armor 5

Advent

credits 525
metal 100
crystal 90
damage 91.2
banks front 1
refire rate 4.8 seconds
hull 775
shield 825
armor 4.5

Vasari

Credits 625
Metal 150
crystal 110
damage 90
banks front 1
refire rate 4.5 seconds
hull 1180
shield 700
armor 4.5

ALL: max mitigation 60%
baseline stats
another interesting thing to note, the skavoras' weapons are energy type. halcyon aura anyone?


now for some mathz, for those interested:


TEC;

total credit cost, using 5:1 conversion:1350

DPS: 18

Effective Health + Shields: (health + health*.05*armor + shields) = 1912.5


Advent:

total credit cost: 1475

DPS: 19

+ 1.5 with its aura to ALL SHIPS IN RANGE

Effective health + shields: 1774.375


Vasari:

total credits cost: 1925

DPS: 20

Effective health + shields: 2145.5

effective HP/sec restored with integration: 9.6, plus armor:12, but disables all weapons

draw your own conclusions. then, of course, i guess i could try figuring everything after research. in a few years or so when i get around to it.

22,766 views 10 replies
Reply #1 Top

1.5 with its aura to ALL SHIPS IN RANGE
This goes with Advent not TEC other than that

 TEC best bang for your buck 

 Vasari hit harder

 Advent meh-_-

Reply #2 Top

yeah, kinda is. however, it can end up with an effective + 34% fire rate.

comse out to about 28.9 DPS, +1.5 of course....

then again this once more involves figuring in all the researches, meh, ill have to do that later this week.

Reply #3 Top

Do you guys build heavy cruisers?  I sometimes skip them all together.

Reply #4 Top

great DPS booster late game, usually the backbone of a fleet(or 2nd backbone, for advent). also make for damage soaks

Reply #5 Top

they're skippable. sometimes you end up with a big force of carriers and you don't have to bother with them. i think, strictly speaking, heavies are better on offense than carriers by a fairly large amount. the only catch to it is that they have to be protected from bombers so you can't even use them until you've got a reasonable amount of fighter cover. 

 

pound for pound you can't really beat those stats though. its the most effective health and most damage you're gonna find for that amount of credits and fleet logistics. carriers obviously have the advantage of effectively infinite range but they aren't nearly as tough or as damaging. 

Reply #6 Top

What conclusion am I supposed to draw here?  This is rather pointless.  Even if you establish that Faction A has the best Heavy Cruiser, it means shit because if I am playing Faction B I can't build Faction A units.  So if the situation calls for Heavy Cruisers, I will still build them no matter what faction I am. 

Reply #7 Top

it might be used to establish whether or not one faction has a Heavy Cruiser thats clearly above the curve in terms of its power or efficiency. seeing as how this doesn't appear to be the case it does seem like its a bit trivial. 

 

might get some interesting results comparing a Heavy to a Carrier (with different squadron configs) to see how that stacks up. Heavies tend to compete for fleet space with Carriers more than anything else. 

Reply #8 Top

ok got bored a bit and decided to
End of quote
...

Reply #9 Top

You beat me to it by a few hours.  Where I'm going with it is to compare the ratio of damage output to survivability to cost.  Three things I can do with this is determine which is the best bang for buck when all I need to is bullets, determine bang for buck when I'm limited by credits/metal/crystal, compare ship abilities more objectively.

Reply #10 Top

Maybe I should write up the Stats for caps from lvl 1 to lvl 10 minus research then plus research. I have the papers laying around somewhere