Astraeus Player's Guide

Combat Basics

COMBAT BASICS

Using a Weapon


  • When a ship uses a weapon, it will be slowed and lock in on its target for the weapon's use time.

  • Next, the weapon will activate. When it is attacking another enemy, it will have a chance to hit. This is determined by a random number; there is no aiming.

    • The hit chance is based on accuracy and dodge, described in more detail below.

  • Finally, the unit must wait until the weapon's cooldown is complete to fire again.

DODGE AND ACCURACY

Dodge


  • Every unit has a chance to dodge attacks based on its current speed as shown in the entity panel

  • For example, if a unit is moving at a speed of 60, it has a 60% chance to avoid attacks.

  • This means there is a major advantage to keeping your units in motion!

Accuracy


  • Really fast units can be difficult to hit. Fortunately, most weapons provide an accuracy bonus between 0 and 100. This reduces a target's dodge bonus by that amount.

  • For example, if you attack a 60 speed unit with a weapon that has 50% accuracy, the unit only has a (60 * 0.50) --> 30% chance to dodge.

  • To keep it simple: if you opponent is using many light ships, you should equip your units with high accuracy weapons. In general, smaller weapons tend to be more accurate than large ones.

Note: When you use getCurrentSpeed(), it is measured in raw pixels per frame which is a different scale than what is shown in the entity panel and used to calculate dodge.


To convert, you'll divide by Values.SPEED. This is a global constant that is used to help keep the math simpler and easy to scale.


To make things simpler, if you're trying to determine a unit's dodge chance, you may want to use the getDodgeChance() method instead.

DEFENSE AND DAMAGE TYPES

Defenses


Damage flows from one defense to the next, represented as different health bars.


  1. Shield - The first layer of a ship's defense.

    • Regenerates over time automatically.

    • Shield regeneration pauses for 60 frames after taking damage.

  2. Plating - The second layer of a ship's defense.

  3. Structure - The final layer of a ship's defense.

    • This is the only defense that a basic unit starts with

    • While structure is damaged, the ship is slowed by up to 50%

Damage Types


Weapons deal one of three main damage types.


  1. Energy - Deals 20% extra damage to shields

    • Energy weapons have the highest accuracy with moderate range and damage.

  2. Kinetic - Deals 20% extra damage to plating
    Kinetic weapons deal the highest base damage with moderate accuracy and short range.

  3. Explosive - Deals 10% extra damage to structure

    • Missiles can sometimes hit random targets even if they miss

    • Explosive weapons have long range and deal a small amount of damage to units in an area

Strategy


You can gain a major advantage over an opponent by choosing appropriate defenses and damage types.


Consider...

  • Using the correct damage type to match your opponent's defenses

  • Avoid using a defense type that is weak against your opponent's weapons

  • Consider the special properties of specific weapons or defenses. For example:

    • Shields tend to be good for hit and run tactics, while plating is good for single decisive battles.

    • Balancing damage type, range, accuracy, and weapon properties to match your unit's tactics.