Space Colony

Space Colony

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Health/Damage output of military systems
By Dexter
This is a list of all military system damage per second, as well as the health of some aliens and buildings.
   
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Introduction
These results were obtained by timing how long it takes for a military system to kill a Gorilloid, then comparing the size of different alien's health bars.

Therefore, these results are by no means 100% accurate, and are only meant to serve as an approximation.
Time taken for each military system
Below is a list of all continuous-damage military systems and the time each one took to kill a gorilloid.

Cluster-bombs and missile silos are absent due to the difficulty in finding results, and because they are less frequently used for killing aliens.

Military System
Time taken to kill a gorilloid
Commando
75
Soldier
107
Dogbot
250
Sentinel
37 (from the moment the first laser makes contact)
Hovermine
~85 (from the moment the delivery system is placed)
Forcefield
30
Hi-power forcefield
15
Auto laser
37
Manned laser*
7.5 (assuming no misses
Orox**
30


A Gorilloid’s health bar is 60 pixels in length. An Orox’s health bar is 150 pixels in length. Therefore, assuming pixels are indicative of health value, it should take 37 seconds to kill an Orox with a hi-power force field. This indeed turned out to be the case.

An Orox Base’s health bar is 250 pixels in length. Therefore, it should die after 312 seconds of continuous commando fire. However, after 5 minutes, the commando had only taken off 56 pixels, 22% of the base’s total health.
Therefore, it can be concluded that some health bars are representative of the object’s health, while some are not.

*A manual laser deals 25 pixels of damage against a Gorilloid in approximately 2 seconds. There is a brief recharge period of <1 second. Overall, the Gorilloid died in 7.5 seconds, after 3 blasts.

**A Fribulan mother’s health bar is 100 pixels in length. Therefore, it should die after 125 seconds of continuous commando fire. This turned out to be correct. Since Orox are able to target Fribulan buildings, we are therefore able to determine the relative damage of the Orox’s laser. The Orox destroyed the mother in 30 seconds. Therefore, we can factor in the Orox’s hypothetical damage against the Gorilloid.
Calculating DPS and relative damage output
(Notice: All the following data values were multiplied by 5 for easier viewing. I am assuming these values are correct, since it makes logical sense for a colonist to have 100 health, rather than 20. This multiplication does not affect the validity of these results; they are all still comparable.)

Damge Source
Damage per Second
Commando / Colonist
4
Soldier
2.75
DogBot
1.2
Sentinel
8 (assuming continuous damage)
Hovermine
3.5 (heavily approximated)
Forcefield
10
Hi-power forcefield
20
Auto laser
8
Manned laser
40 (125 damage per blast, DPS assumes continuous damage)
Orox
16.66
Protoraptor
3.2
Fribulan
8 (assuming continuous damage)

Below are the health values of certain objects. Usually, an object's health bar is indicative of the amount of health, but this is not always the case (see missile silo).

I was not able to find the amount of health for some things, (e.g rodents) since they seem to take less damage from forcefields, so pinpointing the exact amount of health was tricky.

Object
Health
Sentinel post/marker
60
Protoraptor
80
Colonist
100
Fribulan
100
Rockhopper Queen
100
Death Angel
160
Venusian Slug
200
Missile Silo
200
Protean Worm Mother
200
Fribulan Spitter
250
Fribulan Ogre
250
Gorilloid
300
Hyracsus
300
Bio-dome/Bridge
500
Crashed Spaceship
500
Fribulan mother
500
Orox
750
Host
1000
Orox base
4500 approx.

Interesting notes:
  • A Host will always take 8 blasts from a mannual laser to kill.
  • Auto-lasers, Sentinels and Fribulans all deal the same amount of damage, although lasers are the most reliable.
  • Commandos deal the same damage as a Colonist's laser - Colonists make a good soldier in a pinch!
  • It would take a Dogbot just over an hour to destroy an Orox base.
  • While hovermines may seem like they have a poor DPS, they have the advantage of being able to store mines for later use.
Other guides
This guide is a basic overview of each military system.

A more in-depth look at each system, as well as a complete list of health values for each alien is covered in this guide:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1778151535