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Old 10-20-2010, 09:31 PM   #5
panton41
 
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Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by Diomedes View Post
Nukes don't take any modifications for relative velocity, since they have to detonate before they collide with the hull, or they won't go off at all.

That said, they're quite powerful enough on their own to ruin even a large warship's day.
I was basing it on using nukes instead of kinetic kill. I knew that nukes didn't take the adjustment, just that their high damage would be enough for a fighter's nuclear missiles to kill a capital ship. What I was asking was whether in a fast pass could the kinetic kill weapons do enough damage to penetrate a capital ships armor or would nuclear weapons be the only way to achieve that with a small ship?


Quote:
Originally Posted by vierasmarius View Post
Easily. Even without using Fast Passes, just the "default" relative velocity of 5mps for TL 7-8 missiles, a 20cm Missile (fired by a SM +5 Major Battery) can easily inflict 6dx25(2). An average of 525 damage, this will drop a SM +12 ship to 0 HP through DR 400. A SM +8 ship would almost certainly be destroyed instantly. If you add in higher relative velocities the devastation will be proportionally greater.
Ninja'd, though I think that 5mps is an errata that's been changed to 1-2mps. So a tactic for my fighter pilot characters might be to use their "guns" against other fighters and what would amount to "chinks in armor" in bigger ships and use missiles vs. capital ships.
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Last edited by panton41; 10-20-2010 at 09:36 PM.
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