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#1 |
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Join Date: Jul 2008
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In light of the understanding that attacks are fully resolved one at a time, and the inference that point defense gunners can fire in sequence rather than in parallel, I've done some new missile combat numbers.
Calculations are based on TL9. TL 10 should benefit the defender significantly due to improved laser RoF. Higher TLs will benefit the attacker, but not much in the basic case as missiles are quite sufficiently accurate already. Everything uses 20-second turns, because longer ones don't make sense to me for gunnery. I believe they would usually harm missile-users, but 1-minute turns might benefit them. Non-fragmenting missiles, including nukes, are poorly matched against PD. Even with only skill 12, a three-way split-fire from a VRF laser is expected to kill better than two missiles. With skill 14, splitting four ways brings this up to almost three. Nuke strikes are only viable against targets with extremely poor point defense. If a large vessel can't protect itself, SM+5 to +7 point defense drones/escorts can cover for it. Proximity nukes are pointless. The only way you'd miss (outside 17-18) with a missile is if you were attacking a small target with ECM, in which case you shouldn't be using nukes in the first place. Fragmenting missiles do better. With skill 14, it takes approximately one full point defense gun's fire, in two or three way split, to shoot down each missile's 10 fragments (all of which usually hit). They don't scale as well as beams, but pack a punch. Even at SM+15, each fragment of a tertiary missile hits almost as hard as a major beam (at higher TL, armor divisors may change this). Since point defense guns require power (making them 50% bulkier than missiles at TL9, 25% later), ships may have to rely on smaller craft to stop heavy missile volleys, and thick plating to keep out the common, PD-saturating 6dx8 16cm missile. Small craft will need a different approach to missile survival. I suspect SM+5 units with ECM may be the solution, but have not done the math for them. |
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#2 |
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Join Date: Sep 2008
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Actually, I think that a PD gun would end up shooting a proximity warhead before it exploded - otherwise, I'd expect for Spaceships to give an SM to the fragments (or at least a way of calculating them).
As for small craft, if technology permits, they might want to use automated gunner systems. On a SM+5 craft, a single medium battery can mount 3 VRF 30 kJ lasers at TL 9, and at TL10+ the VRF lasers can be improved for a further x2 RoF. The damage won't be much, but against missiles all you have to do is land a hit to destroy one. Heck, even without automation, having a single turret with a gunner wouldn't be unheard of - and would most certainly improve your survivability.
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#3 |
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Join Date: Jul 2008
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A single turret? It's entirely likely for an SM+5 small craft to have upwards of 10 turrets, and I've made designs with more than 30. Automated gunnery preferred, but optional. That's not the problem with PD for small craft. You simply can't carry enough PD to stop 16cm missiles cold, because they're effectively more compact than the smallest PD guns, and you can't armor a small ship well enough to survive them.
If you're right about PD vs. prox warheads, then missiles are even weaker. I don't think you are though, although I don't think I've gotten an official clarification. Given how the combat system is put together, I don't think it would be possible to implement shooting down fragmentation missiles before they fragment. My current theory is that conventional proximity warheads break into 10 independent, guided terminal attack units. My secondary theory, given that each fragment individually does the same damage as the entire missile would, is that they don't make sense. |
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#4 | ||
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Join Date: Sep 2008
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As for how it works, I know that the damage rules (p. 60) state that each PD hit "kills one missile or shell." Personally, if I wanted the multiple hits of a proximity warhead to be fired upon seperately, I would have phrased it as something more along the lines of "negates one hit" - or, better yet, made a specific exception for proximity warheads. Of course, that's just how I would do it - it's entirely possible that the authors intended each fragment to be treated as a seperate shell.
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#5 | |||
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Join Date: Jul 2008
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If my mechanics are right, that is. But even if they're wrong, with that little point defense I can still overwhelm two or three. Also, remember that at TL9, missiles are the only weapon effective at L range against maneuvering targets, for an SM+5 craft. Unless you're playing with hyper-powered drives, your enemy has plenty of time to engage you with missiles before you can reply with anything else. Quote:
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Consider: -Some idiot launches a fixed battery of missiles at your fighter, set for proximity detonation. Medium, secondary, or tertiary... -Said shooter rolls the attack and determines 24 hits. -You achieve 10 hits with your point defense. -How many times are you hit? |
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#6 | |||
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Join Date: Sep 2008
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EDIT: Suicide fighter craft like in Einhander might still exist, since a 30-launcher fighter could do some serious damage before it was hit - assuming it reached range L before its target was able to fire on it. Quote:
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__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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| Tags |
| combat, missiles, point defense, spaceships |
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