Look two replies above for more details. Will update shortly regarding other scenarios.
Details:
Common:
Game: TC, latest patch + bonus package.
Attacker: Heavy Centaur Prototype
Target: Teladi Falcon (Morale 1)
Scenario 1: target's shields are brought down to ~15%. Afterwards just 2 IRE were used to strip the remaining shields and damage the hull until no less than 89%.
Scenario 2: target's shields are brought down to ~15% with a mix of weapons. Afterwards just 2 ID are used to strip remaining shields and keep "frying" the target for at least 10 seconds.
Scenario 3: the ship from scenario
scenario 1 (at ~89%, with remainder of shields removed with IREs) is being attacked further below the 87% mark.
At least 4 bails occured not due to the blow which brought hull to 86% or below, but from the next 2-3 shots. Hovever, if the bail didn't occur within the next couple of shots, shooting further was useless (in atleast 14 ocassions I kept shooting for at least 5 seconds straight with no result).
Scenario 4: 2x MD are used to bring the ships hull to 86%. Afterwards, the shields are brought down to ~15% with a mix of weapons, and then the shields are removed with 2x ID and the "frying" is continued for at least 10 seconds.
At least 5 of the bails were delayed by 4-5 seconds after the moment the shield dropped. This is different with what I've seen so far with the conventional lasers. The bail percentage is exceptionally high too. My theory is that ID have similar bail % to conventional lasers, but most of the shots just get ignored (with no bail check conducted), that is why bail can happen 4-5 sec into attempt.
Scenario 5:The target hull is brought to below 2.5% (exactly 298 out of 12000 hit points, ~2,48%) using MD.Afterwards, the shield is brought down to ~15 using mix of weapons. Following that, 2x IRE are used to strip the remaining shield and keep attacking the target.
At least 3 captures happened before the hull actually took damage (confirmed 298 hull points in target info window after ship bailed). All bails occured either as soon as the shield was stripped, or just before that. If the bail didn't occur at 0% shield, shooting the ship further was pointless in all cases. I kept shooting each time until the ship was destroyed.
Scenario 6:The ship prepared for
scenario 5 (at 2.48% hull and 15% shields) is being attacked with 2x ID instead for at least 10 seconds after the shield drops to 0%.
All of the bails happened as soon as the shield dropped to 0-1%. If the bail didn't happen within 1 second of that, it was pointless to keep shooting. I kept shooting for at least 10 seconds more in each one of such attempts to check.
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Scenario | Attempts | Bails | Average bail % | Expected bails | expected bail %
1. Laser, 90+ | 52 | 0 | 0 | 0 | 0
2.I D, 90+ | 11 | 0 | 0 | 0 | 0
3. Laser, 88-86 | 50 | 19 | 38 | 19 | 27
4. ID, <=86 | 50 | 10 | 20 | 0,54 | 1,08
5. Laser, 2% | 50 | 16 | 32 | 18,5 | 37
6. ID, 2% | 50 | 26 | 52 | 0,74 | 1,48
So, unless RNG went crazy at those ID attempts, it's the best method so far to get low-morale ship to bail in vanilla 3.2c TC.
These are the results for scenario 5 and 6, but attacking a Yaki Susanowa with 30 morale at 153 hull points (2.18%):
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Scenario | Attempts | Bails | Average bail % | Expected bails | expected bail %
5. Laser, 2% | 15 | 0 | 0 | 0,9 | 6
6. ID, 2% | 15 | 1 | 6,67 | 0,036 | 0,24
Have to go to work now. Will finish this after.