I have some questions on mechanics / statistics:
Weapons and Damage Mechanisms:
Firing
- Is the fire interval calculated in milliseconds?
Hitting
-
If a weapon has an optimum range, that is higher than its minimum and lower than its optimum range, does that mean that it will hit with 100% (all other things included) at the optimum range and hit percentage will then scale down towards min. as well as max. range?
-
How does tracking, ship size and speed factor into the hit percentage? Is tracking the speed at which weapons can lock onto other ships, so if I have a weapon of tracking “1,5” and a fighter with speed “3”, this weapon will be always unable to hit the fighter? How does it work when the speed and tracking range are equal / not far apart from each other?
Damage
- How is damage calculated, when taking into account penetration, is it:
Damage = Damage / but only if Shield Penetration > than Shild Resistance Value (equivalent for armour)
This would mean, that a cruiser with armour 30, would be impervious to wepons with penetration </= 30
Or is there some other factor at work?
Protection
Does armor loose its effectiveness with degradation (x% module damage) or with destruction (100% damage) to the module?
Is the Recharge Rate for shields = recharged shield per second?
Targets engaged in the statistics screen
What does the red shading as well as the order of appearance mean here?