Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

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DCReborn
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Posts: 216

Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#1 » Sat Feb 10, 2018 1:14 pm

We know from prior tests that the Empire Rapid Fire Turret does approximately 50% more damage than the Rebel Rapid Fire Turret. It begs the question... how does the Rebel RFT compare against Rebel Bursts and Rebel Rocket Turrets then? What turret should we use!?!? Following is the results of my tests:


Rebel Rapid Fire Turret Test
https://www.youtube.com/watch?v=laSxIbA ... e=youtu.be
Turret level 8 vs a Twilek level 1. Twilek dropped in range of turrent at 20 second mark of the video and it dies at 43 seconds. 43 - 20 = 23 seconds to kill the Twilek.
Level 1 Twilek has 19,640 health so rough DPS would be 854

Rebel Rocket Turret Test
https://www.youtube.com/watch?v=9rLYUr4yVXA
Turret level 8 vs a Twilek level 1. Twilek dropped in range of turrent at 27 second mark of the video and it dies at 47 seconds. 47 - 27 = 20 seconds to kill the Twilek.
Level 1 Twilek has 19,640 health so rough DPS would be 982

Rebel Rocket vs RFT ConclusionFor Rebels the Rocket Turret actually does more damage than the Rapid Fire Turret against standard/flying infantry.... roughly 14% more damage. Rockets get bonuses against mech as well so the disparity will only grow. Only against Bruisers will the RFT perform better than Rockets. Another factor is that Rapids will target support units aggressively which may be of value to you if you are seeing heavy usage of Imperial Astromechs and/or Repair Droids. Given current game meta that isn't all that frequent these days as Jump troops are by far the typical attacking force Rebels will face.

Ok... what about Bursts though?

Rebel Burst Turret Test
https://www.youtube.com/watch?v=m1oUYuDFYYM
Turret level 8 vs a Twilek level 1. Twilek dropped in range of turrent at 35 second mark of the video and it dies at 46 seconds. 46 - 35 = 11 seconds to kill the Twilek.
Level 1 Twilek has 19,640 health so rough DPS would be 1,785

Rebel Burst vs RFT/Rocket Conclusion
Bursts are on another level from a pure DPS perspective dishing out approximately 109% more damage per second than Rapid Fire Turrets to standard/flying infantry. Bursts get even better against Bruisers with added damage! BUT... they have a short range (9 vs 10) and that makes them susceptible to certain troops that shoot at a range of 10+... specifically Mobile Heavy Cannons, eATAT, ATAT, Snipers, Droideka Oppessor, MTV


Overall Conclusion
Good info but what turret should we choose then? Well, Sonics of course! :P

Ok... each Rebel obviously has to make up their own mind but in my humble opinion I'm not touching Rapids. They are just a clearly inferior turret for Rebels. Bursts seem like they just shred Jump hordes and the data is supporting that. I think players at high levels will do best with a combination of Bursts and Sonics (14 Bursts / 6 Sonics). Guard Reserve should also be active of course. ;)


DarkRebel
Admiral
Posts: 690

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#2 » Sat Feb 10, 2018 1:57 pm

Dr Pain and I ran a similar test a while back against buffed jumps, and we arrived at the same conclusion.

Though burst is better against infantry, it’s range of 9 can be a problem against long range mechs eATAT and arctic MHCs. As Sonics are already great against jumps (as they tend to cluster together), mixing in rockets to handle vehicles may be a better choice than bursts and sonics.


ForceMel
Commodore
Posts: 136

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#3 » Sat Feb 10, 2018 3:04 pm

My base consisted of a large amount of sonics and rapid fire turrets. I had two burst thrown in there for the change. With that current configuration, I almost never win defenses. At the moment, I've been able to convert three rapids to burst. I'll buff them as well. As I start losing the rapids, I'm hoping my defensive wins will go up.
Leader of perennially top 15 squad IIReBeLsII and number 12 player of the now defunct Windows servers. Current leader of Rebelsyiir.


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FruitBowlMafia
Commodore
Posts: 172

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#4 » Sat Feb 10, 2018 4:55 pm

Mostly rockets with a few Sonics, propped up by a center concentrated GR has been the most effective for me.

I still get 100% losses but they are much more rare. Also when I am defeated 100% the attacker’s almost always used all available troops, SC, & full Air.

I sure do wish I could trade my Van GR for some Snipers tho...

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MasterCheez0324
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Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#5 » Sun Feb 11, 2018 7:13 am

I feel like it's balanced enough. Rebs use infantry, so buff the anti infantry gun. Imps use vehicles, so buff the anti vehicle guns.


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FruitBowlMafia
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Posts: 172

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#6 » Sun Feb 11, 2018 9:38 am

MasterCheez0324 wrote:I feel like it's balanced enough. Rebs use infantry, so buff the anti infantry gun. Imps use vehicles, so buff the anti vehicle guns.

Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..
Lone_Rebellion


ForceMel
Commodore
Posts: 136

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#7 » Sun Feb 11, 2018 10:10 am

FruitBowlMafia wrote:
MasterCheez0324 wrote:I feel like it's balanced enough. Rebs use infantry, so buff the anti infantry gun. Imps use vehicles, so buff the anti vehicle guns.

Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..

I have never been one to complain, and just use the hand I'm dealt with the best I can, but there really is a reason why there are multiple rapid fire turret farms on the imp side at the high levels, but it isn't that way for the rebs.
Leader of perennially top 15 squad IIReBeLsII and number 12 player of the now defunct Windows servers. Current leader of Rebelsyiir.


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MasterCheez0324
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Posts: 51

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#8 » Sun Feb 11, 2018 4:47 pm

FruitBowlMafia wrote:
MasterCheez0324 wrote:I feel like it's balanced enough. Rebs use infantry, so buff the anti infantry gun. Imps use vehicles, so buff the anti vehicle guns.

Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..


There will always be exceptions, I've seen about as many rebel tx tanks as jump swarms, and I alternate between jump and vehicular loadouts


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FruitBowlMafia
Commodore
Posts: 172

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#9 » Sun Feb 11, 2018 5:12 pm

MasterCheez0324 wrote:
FruitBowlMafia wrote:
MasterCheez0324 wrote:I feel like it's balanced enough. Rebs use infantry, so buff the anti infantry gun. Imps use vehicles, so buff the anti vehicle guns.

Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..


There will always be exceptions, I've seen about as many rebel tx tanks as jump swarms, and I alternate between jump and vehicular loadouts

Thats what I just said “Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..”

Only exceptions I see are...

    GR skinned interactive hero (Vader lightsaber twirl) that shits GR skinned troops on every planet.

    GR skined Snipers on every planet that call starship support.

    Rapid Fire Turret thats 2x as powerful. (Most likely due to Reb Jets being more powerful)

Wishlist before the game kills itself.... Buff Luke, Snipers instead of Vanguards = Balanced Rebellion
Last edited by FruitBowlMafia on Sun Feb 11, 2018 5:26 pm, edited 1 time in total.
Lone_Rebellion


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MasterCheez0324
Captain
Posts: 51

Re: Rebel Turret Damage Comparisons (RFT, Rocket, Burst)

Post#10 » Sun Feb 11, 2018 5:26 pm

FruitBowlMafia wrote:
MasterCheez0324 wrote:
FruitBowlMafia wrote:Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..


There will always be exceptions, I've seen about as many rebel tx tanks as jump swarms, and I alternate between jump and vehicular loadouts

Thats what I just said “Imps use Jets/Jumps and TX tanks. So do Rebz, there is no balance..”

Only exceptions I see are...

    GR skinned interactive hero (Vader lightsaber twirl) that shits GR skinned troops on every planet.

    GR skined Snipers on every planet that call starship support.

    Rapid Fire Turret thats 2x as powerful.

Wishlist before the game kills itself.... Buff Luke, Snipers instead of Vanguards = Balanced Rebellion

Oh, my bad, I misread "do" as "to". I'm dumb :lol:

But really, you gotta remember that the vans can completely stop a clustered vehicle unit that's clumped together, and the twirl can also be effective for the rebs as luke drives fire towards him and lets the backrow of troops destroy the turrets (that's why I take 3 tx225s on my reb account) and then there's the rockets, which completely annihilate vehicles. I'll stand my ground and still claim that the game is balanced, since the better buffed jets get counterplayed by imp gr and turrets.


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