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What determines level bomber efficiency

Posted: Thu Aug 15, 2013 8:37 pm
by soldier
I was looking at some combat logs while checking out the new patch and noticed a level bomber efficiency message displays in the log after the combat. My super star Heinkel in Kursk was racking up 60% against the fortified defenders below. A test subject Dornier in France was getting 20% against French in the open and 30% in the towns during good weather. What is it ?

Re: What determines level bomber efficiency

Posted: Thu Aug 15, 2013 8:47 pm
by Rudankort
Strategic bomber efficiency is a parameter which determins how well it performs carpet and strategic bombing (i. e. how much fuel/ammo it destroys, what chance to neutralize a flag it has etc.) Base formula to calculate efficiency (in percent) is:

(20+10*stars)*strength/maxstrength

This formula was designed, so that a 5-star 15-strength overstrength bomber achieves full efficiency.

Re: What determines level bomber efficiency

Posted: Thu Aug 15, 2013 9:12 pm
by Horst
Level Bomber Efficiency % = Strength * (2 + Stars)
Half that value is the number of prestige the enemy commander loses on victory hexes. Attack values don't play any role.
Maximum would be a 20-strength bomber with 5 stars making the enemy commander lose 70 prestige on victory hexes.

Re: What determines level bomber efficiency

Posted: Fri Aug 16, 2013 4:08 am
by soldier
This formula was designed, so that a 5-star 15-strength overstrength bomber achieves full efficiency.


A very useful unit, sort of like the hand of god hovering over the battlefield. My level bombers usually earn there stars pretty quick but i havn't built one up to 15 strength so far.

Re: What determines level bomber efficiency

Posted: Tue Aug 27, 2013 12:27 am
by captainjack
While I can understand that bomber efficiency is related to unit strength and experience, I would have thought that the bomber attack stats should have some influence on the prestige loss or neutralisation chance, even if it was only a small influence. Perhaps some randomised add on from 0 to maximum attack (or maybe 0 to 1/2 or 0 to 1/3 max attack) would provide recognition for greater damaging ability of heavier bombers but still recognise that putting them in the right place is the most important skill.