Rapid Fire


Last edited about 2 months ago by Chad.

Rapid fire is a bonus shot. When a unit fires in Combat and the shot lands on something it has rapid fire against, it immediately gets a chance to fire again at a fresh random target. That is the whole feature, and it is the biggest single reason two fleets that cost exactly the same can get completely different results against the same planet.

Ratings are fixed. No research changes them. You can look up any unit's ratings in the game: open the Shipyard or the Defense page and click More Info. The green list is what that unit rapid fires. The red list is what rapid fires it.

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How the extra shot is rolled

With a rating of R, the chance of getting another shot is (R - 1) / R.

These are all the ratings SFC2 actually uses.

RatingChance of another shotRatingChance of another shot
x250.00%x3396.97%
x366.67%x5098.00%
x475.00%x10099.00%
x580.00%x12599.20%
x683.33%x20099.50%
x785.71%x25099.60%
x1090.00%x50099.80%
x1593.33%x125099.92%
x2095.00%  
x2596.00%  
x3096.67%  

An example. A Poseidon Class Cruiser attacks a planet holding three Missile Batteries and a Laser Cannon.

  1. The Poseidon's shot is aimed at random and happens to hit a Missile Battery. Its rating against the Missile Battery is x10, so it has a 9/10 chance of another shot.
  2. The roll succeeds. The next shot is aimed at random again and hits another Missile Battery, so it rolls again at 90 percent.
  3. That roll succeeds too, and this time the shot lands on the Laser Cannon. The Poseidon has no rapid fire against the Laser Cannon, so the chain stops and it is finished for the round.

What a rating is actually worth

The chain does not stop at one bonus shot. Every extra shot picks a new random target, and if that target is also one you rapid fire, you roll again. So if the whole enemy field is made of a unit you have rating R against, the average number of shots you fire in a round is R, not 2.

Measured on the live battle engine. One attacking unit, 500 defenders, no research on either side, averaged over hundreds of battles.

ShooterTargetRatingAverage shots per round
Athena Class BattleshipLaser Cannonnone1.0
Apollo Class FighterHermes Class Probex55.0
Hades Class BattleshipAthena Class Battleshipx77.2
Prometheus Class DestroyerLaser Cannonx109.6
Poseidon Class CruiserMissile Batteryx1010.2
Ares Class BomberLaser Cannonx2020.2
Zeus ClassHermes Class Probex1250about 1,250

Mixed defences kill the chain

All of that only holds when every target on the field is one you rapid fire. Targets are picked at random and the chain ends the moment a shot lands on something you do not rapid fire, so mixing one wrong unit into a wall drags the average down fast.

Here is one Ares Class Bomber shooting into a 1,000 unit wall. The Ares has x20 against the Laser Cannon and nothing at all against the Plasma Cannon.

Share of the wall that is Laser CannonAverage shots the Ares fires
100%20.2
75%3.6
50%2.0
25%1.3
10%1.1
0%1.0

Going from a pure Laser wall to three quarters Laser costs the Ares more than 80 percent of its shots. This is the whole argument for mixing your defences instead of buying one cheap unit in bulk.

Shots still land on wrecks

Units are not cleared off the field until the round is over, so a long rapid fire chain will keep shooting at things that are already dead. The bigger your rating is compared to the number of live targets, the more of it is wasted.

100 Ares Class Bombers fire roughly 2,000 shots in the first round. Fired into 2,500 Laser Cannons that kills 1,368 of them, so about a third of the shots hit wreckage. Fired into 6,000 Laser Cannons the same 2,000 shots kill 1,687, and only 15 percent are wasted.

Who has rapid fire against what

Three rules cover nearly all of it.

Ship against ship. This is the complete list.

ShooterTargetRating
Hades Class BattleshipAthena Class Battleshipx7
Poseidon Class CruiserArtemis Class Fighterx6
Hades Class BattleshipApollo Class Fighterx4
Hades Class BattleshipPoseidon Class Cruiserx4
Apollo Class FighterAtlas Class Cargox3
Hades Class BattleshipAtlas Class Cargox3
Hades Class BattleshipHercules Class Cargox3
Hades Class BattleshipCarmanor Class Cargox2
Prometheus Class DestroyerHades Class Battleshipx2

Ship against defence. Also complete.

ShooterTargetRating
Ares Class BomberLaser Cannonx20
Ares Class BomberMissile Batteryx20
Ares Class BomberParticle Cannonx10
Ares Class BomberPulse Cannonx10
Poseidon Class CruiserMissile Batteryx10
Prometheus Class DestroyerLaser Cannonx10

Only the Zeus has rapid fire against the Gauss Cannon. Nothing in the game has rapid fire against the Plasma Cannon, the Decoy, the Large Decoy, the Anti-Ballistic Missile or the Interplanetary Ballistic Missile. That is a large part of why those units hold up so well.

The Zeus

The Zeus Class is in a category of its own. It rapid fires everything in the game except the Plasma Cannon, both decoys, both missiles, the Hephaestus and other Zeus.

TargetRatingTargetRating
Hermes Class Probex1250Carmanor Class Cargox125
Shadow Probex1250Apollo Class Fighterx100
Helios Class Solar Satellitex1250Particle Cannonx100
Genesis Solar Satellitex1250Pulse Cannonx100
Zagreus Class Recyclerx500Gauss Cannonx50
Atlas Class Cargox250Poseidon Class Cruiserx33
Dionysus Class Recyclerx250Athena Class Battleshipx30
Gaia Class Colony Shipx250Ares Class Bomberx25
Hercules Class Cargox250Hades Class Battleshipx15
Artemis Class Fighterx200Prometheus Class Destroyerx5
Laser Cannonx200  
Missile Batteryx200  

What it is worth in a real fight

Three attack fleets, each costing 45,000,000 resources, no research on either side, sent at two walls that cost about the same as each other.

  • Wall A is 2,000 Laser Cannons plus 2,000 Missile Batteries, 8,000,000 resources. The Ares has x20 against both of them.
  • Wall B is 40 Plasma Cannons plus 75 Gauss Cannons, 7,975,000 resources. None of the three fleets has rapid fire against either unit.
FleetAgainst Wall AAgainst Wall B
500 Ares Class BombersWins in 2 rounds, loses nothingWins in 2 rounds, loses 24 Ares (2.2M)
750 Athena Class BattleshipsDraw at 6 rounds, wall not clearedWins in 2 rounds, loses 30 Athena (1.8M)
360 Prometheus Class DestroyersDraw at 6 rounds, wall not clearedWins in 2 rounds, loses 5 Prometheus (0.6M)

Against Wall A the 500 Ares clears 4,000 units in two rounds and does not lose a ship. The same money in Athenas kills about 3,700 of the 4,000 in the full six rounds and then goes home with nothing, because a draw means no plunder. The Prometheus fleet does even worse despite hitting twice as hard per shot.

Swap in Wall B and the order flips completely. With no rapid fire targets on the field the Ares is the worst of the three and the Prometheus is the best. Rapid fire, not the stat line, is what decides which fleet you should have built.

Things that catch people out

  • Rapid fire is more shots, not bigger shots. Each extra shot does the same damage as the first, so if your Weapons Rating cannot get through the target's Shield Rating, rapid fire does not help you at all.
  • It works for the defender too. Ships parked on the planet and ships that arrive on Group Defend get their rapid fire exactly like the attacker does. Defences never do.
  • The chain also ends if a shot is completely absorbed by a shield. In practice that never happens on a rapid fire target: a shot is only absorbed when it is worth 1 percent or less of the target's Shield Rating, and no rapid fire pairing in SFC2 is anywhere near that lopsided.
  • Research changes nothing here. Weapons Tech, Shield Tech and Armor Tech change how hard shots hit, never how often you shoot.
  • A lot of the rapid fire people remember from the old game is gone with the ships that had it. There is no Charon, Thanatos, Moros, Empusa, Erebus or Space Mine in SFC2. The Shadow Probe and the Genesis Solar Satellite are new, and both are x5 targets for everything.
  • If you want to test any of this yourself, the in-game Calculator runs the same battle engine the game uses.

The Poseidon Class Cruiser as the Shipyard shows it, and the Laser Cannon as the Defense page shows it. Green is what the unit rapid fires, red is what rapid fires the unit.

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rf_laser_info.png 180 KB

See also

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