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Different ratios of defensive structures provide different kinds of defense, each suited to repelling different types of fleets. This article presents a series of different ratios explaining the costs, benefits and disadvantages of each. If you have an alternate strategy you would recommend, please add it to the end of this list; do NOT overwrite someone else's strategy.

  • If you don't have time for your account very often, you should build defense that would cause slightly more damage than the value of any resources that can be plundered in your absence.
  • If the amount of resources that can be plundered are much greater than your defense, then you can be certain another player will target your planet for the resources. A possible solution is fleetsave.


Calculator

Optimal defense calculator  I just found this, it may not have the various ratios but it's better then the dead page that was linked before.

I have a working one with the ratios, but 000webhost removed it because apparently javascript is hacking.... I'm doing what I can to try to make it wiki friendly so I can post it here. Sorry for the time ^^.

Chaos henge8 (talk) 04:08, August 21, 2013 (UTC)

Those interested in build progress can watch here: Defense Calculator

Early Game Defense

Ratios


That means when you acquire 200 Light Lasers, you should have:

This strategy aims to offset your opponents likely use of Cruisers (which have Rapid Fire against Rocket Launchers) and scare off any smaller fleets. An appropriate amount of defense built at this ratio (relative to how many resources you leave on planet) should keep away any player without a fleet of Battleships and Bombers but you should be working on a Big Gun Defense before you reach the '200 Light Lasers' number in this example!

Big Gun Heavy

Ratios:

That means when you acquire 1000 Rocket Launchers, you should have:

The Total Cost of this method is:

Some critics of this setup would may point out that there are too many big guns (Gauss Cannons & Plasma Turrets) in this type of defense; however, in order to deter attack from higher level players, Gauss and Plasma Turrets are necessary in order to make sure a defender can damage an attacker's upper tier ships (i.e. Battleships, Bombers, and Destroyers), since upper tier vessels can easily break through defenses lacking in big guns.

The Heavy Lasers included in this strategy are included to clear a path through the Light Fighters that players like to use as fodder in their raiding fleets, and the Ion Cannons are there for their strong shields.

Fodder Heavy

Ratios

That means when you acquire 500 Rocket Launchers, you should have:

The Total Cost of this method is:

  • 1,486,000 Metal
  • 303,000 Crystal
  • 36,000 Deuterium

At this point it would be very difficult to have enough resources sitting on a planet to make attacking profitable. People would only be attacking you to crash or ninja your fleet. Therefore this defensive strategy is suited towards supporting a fleet of ships in orbit of the planet. You will achieve much more fodder for a comparable amount of res spent because the resources you are not building nearly as many big guns - you have big ships in orbit instead. Your large amount of fodder makes it much harder for people to kill your ships and profit from the attack, while your defense is killing their Light Fighter screen in droves.

Note that any defense built at this ratio will be more vulnerable to Death Star attack as shots from Rocket Launchers, Light Lasers, Heavy Lasers, and Ion Cannons are rendered pointless against the Bouncing Effect.

Endgame (against rips)

One thing you should be very careful with is the fact that the plasma turrets and shield domes are the only defense units that is not affected by a RIP's rapid fire. This means that if you have no or very little of these compared to the rest of your defenses (i.e. lots of fodder) the rips will really go to town and can fire up to 160 times a piece in a single round, shredding everything to bits. However, whenever a rip hits a plasma turret or a shield dome, its turn will end.

Therefore the rules change when rips come into play, albeit this sort of defense won't disappoint against bombers either as their rapidfire can be annoying too.

Ratios

Of course, you should have both domes and as many ABMs as you can fit.

That means when you acquire 3000 Light Lasers (or 6000 Rocket Launchers), you should have:

Total Cost of this method:

You now have a plasma to fodder ratio of almost 1 to 10 and the point here is that the plasmas are numerous enough to actually be hit by rips, but have enough fodder to be fairly safe from the rest of the attackers' fleet.

The above defense by the way will kill 23 attacking RIPs (with no other ships as fodder) and kill most when 24 were to attack. More importantly, the attacker needs a minimum of 155 RIPs(!) to even have a chance of winning in one battle. Needless to say, you'll be needing massive amounts of ABMs.

Big Guns Mid-to-Late Game

This defense strategy is the one that will protect you against the most Battle Ship based fleets and Destroyer based fleets, you'll have enough fodder that will protect your big guns while they destroy the attacking fleets effectively.

Ratios:


By the time you have 1000 Rocket Launchers, you'll have:


The cost of this strategy is:

With the 50 Gauss Cannons:

Metal: 4,710,000

Crystal: 1,960,000

Deuterium: 400,000

Plus the cost of the ABM's you chosen to build.


With 25 Gauss Cannons:

Metal: 4,210,000

Crystal: 1,585,000

Deuterium: 350,000

Plus the cost of the ABM's you chosen to build

This Strategy covers most of fleets made by an average Raider with fleets of Cruiser, Battle Ship, Destroyer and shouldn't have much problem to take out Battlecruiser.

Late-game Value for Money

This strategy is the one I find the most effective against any kind of fleet, while costing as little as possible. It will fare decently against all types of late-game fleets, inflicting a decent amount of damage.

Please note that this kind of defence is not appropriate in the early stages of a universe (if you don't have the plasmas it is very weak against Cruisers), and should be considered for fleeters who want to invest a minimal amount of resources in their defence, but still hurt anyone who would want to harm them.

RL is used as fodder to counter Destroyer fleets. HL are included to quickly wipe out Light Fighters in the case of fodder-based fleets, and also to help finish off dessies which aren't killed by the PTs. Lastly, the PTs are there to kill any Cruiser/Battleship/Battlecruiser/Bomber in a single hit.


By the time you have 1000 Rocket Launchers, you'll have:

The cost of this strategy is:

Metal: 5,020,000

Crystal: 1,660,000

Deuterium: 640,000

As a demonstration, the following (rather large) fleets have been simulated at equal techs against this defence. The numbers in ( ) are the losses to the attacking fleet. For example, the 500 destroyer fleet will lose 4 of them, totaling 240,000 metal, 200,000 crystal and 60,000 deuterium.

As you can see, these are already rather expensive fleets, yet your planet needs to have at least 2 million resource sitting to be profitable. The only way to make a flawless hit against this set-up (without using RIPs), is by sending at least 2,000 Destroyers.

Balanced Defense

  • Build Light Lasers as your main fodder.
  • Build 1 Rocket Launcher for every 5 Light Lasers.
  • Build 1 Ion Cannon for every 5 Light Lasers.
  • Build 1 Heavy Laser for every 10 Light Lasers.
  • Build 1 Gauss Cannon for every 10 Light Lasers.
  • Build 1 Plasma Turret for every 20 Light Lasers.
  • You should have both domes and lots of ABMs.

So, for every 100 Light Lasers, you have 20 Rocket Launchers, 20 Ion Cannons, 10 Heavy Lasers, 10 Gauss Cannons, and 5 Plasma Turrets.


In this setup, the Light Lasers are good fodder because of their balanced cost and good cost/performance ratio. The Rocket Launchers are there as extra fodder, and having both LL and RL as fodder decreases the rapid fire usefulness of Cruisers and Destroyers. Ion Cannons are necessary for their strong shields. Heavy Lasers are useful to crush Light Fighters, and work well against Destroyers. The Gauss Cannons are your basic big gun, useful against all ships. Finally, the Plasma Turrets are your best guns and help against Battleships, Bombers, Battlecruisers, Destroyers, and Death Stars.


Late game damage absorbance


With 10k rocket launchers you will get a defence like this

In late game attackers wil come with thousands of Destroyers and Bombers, backed up with Battleships and Battlecruisers. These ships are dealing tons of damage. Thats why there is a large amount of Ion Cannons in this set up, as they have 500 basic shield power. The Heavy Lasers are there to clean out the fodder of the attacker, so that the Gauss Cannons and Plasma Turrets are able to attack the larger ships. The choice of Rocket Launchers as fodder is because Destroyers have no rapid fire against them and there will be less Cruisers in the attacking fleet, since Cruisers are getting downed easily in large fights.

S.I, Shield, Weapon balanced

Been a turtle since my first uni and this is the ratio i have perfected. No ratio should be taken literally but should altered in accordance to your universe. i.e newer universes should focus on light lasers as fodder but rocket launchers are priceless in the late game. (look up rapid fire)

  • 270 Rocket Launchers for every Plasma Turret
  • 180 Light Lasers for every Plasma Turret
  • 45 Heavy Lasers for every Plasma Turret
  • 5 Gauss Cannons for every Plasma Turret
  • 15 Ion Cannons for every Plasma Turret
  • 1 Deathstar for every 100 Plasma Turrets
  • Both domes and lots of ABMs

This factored variance involves the combination of several statistics and dealing with simulations.

The ratio works great untill the endgame as fodder usually just increaces your losses against RIPs and therefore you should think about halving the fodder.


LATE GAME: FLEXIBLE "LAST STAND"

The following is geared towards game play later on that is oriented towards total destruction of your defenses. A good defense needs to take pure statistics into consideration. Therefore, the below set of defensive fortifications is advised:

100 or 1,000 ion cannons per gauss cannon

10 or 100 gauss cannons per plasma turret

The above provides options based on both preference and amount of deuterium you have available.


Resource Balanced: early to mid-late game

This setup uses the fact that only RIPs have Rapid Fire against Gauss Cannons. Thus, you don't have to rely on the very expensive (and hard to research) Plasma Turrets as your RF blockers and main Big Guns.

Using Light lasers gives better results,  is more cost balanced, and it protects you much better against cruisers.

The Ion Cannons are there for multiple reasons: to balance the crystal:metal ratio, and for their good shields, and they help against fodder based fleets. Adding PTs will defend you better from Destroyers. Notice, though, that this setup isn't worth at all agaings RIPs.

When you have 200 Light Lasers. you will have:

For 200 Light lasers, this setup will cost you:

without PT:

960.000 Metal, 835.000 Crystal and 50.000 Deuterium

with PT:

1.210.000 Metal, 1.085.000 Crystal and 200.000 Deuterium.

Large Fodder, Damage Heavy

I Have found this setup to be fairly useful. I use Light Lasers as fodder for Cruiser based fleets, as they don't have Rapid Fire aginst the lasers.

With 10k rocket launchers you will get a defence like this

There is such a large number of Plasma Turret as late game in particular (as well as high speed universes) you can came against huge fleets of RIPs, and this helps increase the number needed for a profitable hit. Personally, I wouldn't use RIPs as defense as they are often targets for Fleeters, particularly when you go offline.


Against for Bigger Ships

I made this kind of defenses in Wasat Server, and It worked pretty well!

The Ratio For Defense is  40:25:10:4:1 With 4k rocket launchers you will get a defence like this

Total Resource Consumption is  Metal 30.75M / Crystal 16.25M / Deuterium 5M This can defeat 2000 Battlecruisers to Draw, With Same Weapon, Shield, Armor Techs. But with Light Fighter Fodder, This defenst will break easily, so you have to build more than 4k Rocket Launchers and other defenses

Early-Mid-Late Game Fodder build up

This is a fodder with aprox. 3:1 Metal : Crystal cost. Merely build this up and add the ratio of the next Defense Structure type as you go. Starts with a 3:1 Rocket Launcher: Light Laser ratio.

  • 900 Rocket Launcher
  • 300 Light Laser
  • 50 Heavy Laser
  • 30 Ion Cannon
  • 18 Gauss Cannon
  • 9 Plasma Cannon

This defense can hold off around 147 Deathstars at around 150million resources.

Later you can switch to a pure Plasma Cannon + Rocket launcher setup for maximum Death Star deflection capabilities. Requires larger Deuterium but requires much larger numbers of Death Stars to take down for the same cost.

  • 1 Plasma Cannon
  • 50 rocket Launcher (This could be up to 100 depending on resources but 50 is a 3:1 Met:Cry cost.)

An alternative version of this is:

  • 1 Plasma Cannon
  • 50 Light Lasers
  • 50 Rocket Launchers.

This is also a 3:1 Metal:Crystal setup but has a bit more damage from the Smaller defense. The downside is it stops less deathstars and has less damage from the Plasma cannons. It may be easiest to develop this defense prior to the RL and PC only defence.

Examples:

  • 750 Plasma cannons
  • 37,500 Rocket Launchers

This has 2.25million attack from PC and 3million attack from RL for a total of 5.25 million damage.. It can hold off 254 Deathstars and it has 975,000 Shields and Cost 150million resources.

For the same price you can also do:

  • 500 PC
  • 25,000 RL
  • 25,000 LL

This setup has 2million damage from RL, 2.5million from LL, and 1.5million from PC for a total of 6 million damage. It can hold off 201 Deathstars and has 1,275,000 Shields.

See Also

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