Perhaps the difference here is I use ultra low caps. Maybe that plays a difference in how it works for me.
I do agree though that producing multiple marks of them constantly for a sustained attack is resource intensive. I would even go to say resource prohibitive. However usually it doesn't take long to render a system void of all ships that are vulnerable to railguns, not cloaked, and have no radar dampening. Furthermore, an initial salvo of them can easily wipe out all tachyon in the system allowing MSDs to sneak in without being seen.
Yeah, Ultra Low caps makes a difference. I tried it out on a quick 7/7 playaround, and it felt different. The caps are lowered to 48/Mark, while the costs and damage are quadrupled - aka, damage/resource stays the same. However, the production rate of the Mobile Space Docks still caps out at around 5/sec each, so I could build almost a whole mark-cap per second. In that case, unlocking Mk IIs was a good thing, because it let me keep my MSDs busy. However, the increased cost/sec is atrocious. Just keeping the Mk Is going require almost 4500/sec. The Mk Is + Mk IIs was an amazing 13,500/sec.
Mk I-IVs all together? 58,500/sec.
So, I can see how you might get the extra use out of having Mk IIs unlocked. In that case, though, I'd still recommend using only Mk IIs (at 9,000/sec resource usage) for both more damage and more sustainability. But Mk III and Mk IV are still sub-optimal, by the same percentages. You just burn through your resources faster on low caps.
I think everyone is forgetting one tiny thing.
Spoiler: Ahh so that one way to do "spoiler". Neinzul railpod can be spammed to distracted GSC, showdown boss, to stay in solar system chasing neinzul railpods. And they are the only "cheap" build time unit that can reliable hit GSC without being shot at.
Most "cheap" neinzul, heck make that every other 3-5 second built ships, don't last very long in any real practical application to deal dps. However neinzul railpods are an unique except to this because the mentioned AI ships do not have snipe immune. Even the AI's armor simply don't do anything. I grant this is a very "specific" use case.
I do agree that perhaps allow mark 3/4 to do 3/4 respectively shot instead of 2 shots like current. Would that make the resource conversion to damage decent? No other stat/cap changes just number of shots. It has the benefit of actually draining your economy even less because mark 3/4 will live longer (mark 3 last 4 second and mark 4 last 6 second).
Napkin math ahead:
Mark Cost Damage Dam per Cost Max Damage
1 26 9,360 720 719,999,280
2 50 18,600 744 743,999,256
3 100 28,000 840 840,000,000 - 840 = 938,999,160
4 150 37,200 992 992,000,000 - 992 = 991,999,008
The Max damage is basically 1,000,000 times the Damage per Cost (minus 1*Cost).
That's a damage ratio of (1, 1.03, 1.17, 1.38) compared to Mk Is. A very slow increase in damage, one I would not call worth the 2500/4000 Knowledge costs.
I thought I'd compare to the other two suicide units, Autobombs and Nanoswarms.
Autobomb, formerly known as the Awesomebomb:
Costs are averaged, as not balanced between M/C. As with the other types, double cost for total M+C cost.
Mark | Cost | Damage | Dam per Cost | Max Damage | Max AoE Damage | Ratio to Mk I |
1 | 50 | 16,200 | 648 | 324,000,000 | 3,240,000,000 | 1 |
2 | 100 | 32,400 | 648 | 324,000,000 | 3,240,000,000 | 1 |
3 | 200 | 48,800 | 488 | 244,000,000 | 2,440,000,000 | 0.75 |
4 | 300 | 65,200 | 434.67 | 217,333,116 | 2,173,331,160 | 0.67 |
Autobombs are pretty close to equal to Railpods. They can do 1-10 AoE damage, and are at 90% of Railpod damage when hitting 2 targets. Railpods get 2 shots, so this makes some sense. However, Autobombs can hit up to 10 targets, giving a potential max damage of 4.5 times as much.
The efficiency fallout is also pretty similar (1, 1, .75, .67) vs (1, 1.03, .78, .69). This just confirms something I've long suspected, that higher mark Autobombs are not all that useful.
Autobombs do hit caps much faster than Railpods, both to the lower cap (96) and to the required travel time to reach a target. The required resources to maintain a 45/sec are also much higher (2250/sec for Mk I).
Nanoswarms, aka the Doomshrooms.
Mark | Cost | Damage | Dam per Cost | Max Damage | Max Hits | Max AoE Damage | Ratio to Mk I |
1 | 20 | 3,240 | 324 | 162,000,000 | 4 | 648,000,000 | 1 |
2 | 40 | 4,320 | 216 | 108,000,000 | 6 | 648,000,000 | 0.67 |
3 | 80 | 4,880 | 122 | 61,000,000 | 8 | 488,000,000 | 0.38 |
4 | 120 | 5,200 | 86.67 | 43,333,290 | 10 | 433,332,900 | 0.27 |
Nanoswarms are not meant to be damage dealers. This is a good thing! Their single damage falloff is huge. Including AoE, however, it matches the ratios of the Autobomb with (1, 1, .75, .67) vs Mk Is. However Nanoswarms have special effects - 10xMk engine damage, 100xMk Armor Damage, 3xMk sec Paralyze, and Reclamation at Dam * 8 * (2 ^ (Diff in Mks)).
And the Paralyze and Reclamation are where the Nanoswarms shine. But, this is Math! How
much do they shine?
How good is the Reclaim Damage per Cost? (This table does not include AoE)
Target Mark | 1 | 2 | 3 | 4 |
Ship Mark | | | | |
1 | 25,920 | 12,960 | 6,480 | 3,240 |
2 | 46,080 | 23,040 | 11,520 | 5,760 |
3 | 58,800 | 29,400 | 14,700 | 7,350 |
4 | 89,020 | 44,510 | 22,255 | 11,127 |
And the Reclaim Damage / Cost vs Normal Damage at Mk I ratios. This should be a rough comparison to the other non-reclaimers. (This table does not include AoE)
Target Mark | 1 | 2 | 3 | 4 |
Ship Mark | | | | |
1 | 8.00 | 4.00 | 2.00 | 1.00 |
2 | 10.67 | 5.33 | 2.67 | 1.33 |
3 | 12.05 | 6.02 | 3.00 | 1.50 |
4 | 17.12 | 8.56 | 4.28 | 2.14 |
They shine quite a bit in the Reclaim department. The Reclaim Damage done goes up significantly with each Mark increase, no matter the Mark level of the Target unit. more than doubling between Mk I and Mk IV. If you include AoE, it goes up 5.35x between Mk I and Mk IV. That's efficiency, and when combined with the longer Paralyze (12 seconds!), higher mark Nanoswarms are almost always worth it.
So, suicide unit comparisons:
Falloff ratios for damage/cost are actually pretty similar between all three types, but AoE chance plays a big role in that, as it requires the Nanoswarm to hit max targets to get that ratio.
Nanoswarm does terrible normal damage, but dominates with the reclamation.
Nanoswarms are always worth upgrading, for the special effects, especially the Reclamation being so dependent on Mark.
Railpods still don't look to be worth upgrading.
Autobombs are also not worth upgrading, unless you have a very large economy and are sending Autobombs over long distances (Great Intersellar Autobomb Cannons) where you're concerned over wasting production cycles not producing more Autobombs.
Still am not convinced to upgrade Railpods, and managed to convince myself to not uprgade Autobombs much anymore. Oops.