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Posted by: Michael Sandy
« on: November 26, 2019, 12:02:05 AM »

There is a bit of a difference between missiles actively in production, and missile stockpiles one expects to use at some point.

I have a lot of different missiles in stock that I won't make more of, but will use on the occasion that I have more magazine space.  I try to use up the older missiles first.

But broadly, I have:

Sensor missiles designed to fire at waypoints billions of km away, and then loiter for months.  Cheap 1 MSP missiles, so I can carry a lot of them, and use them in system that I know has a presence because of wrecks, so I can find out what bodies have ships based at them.  They can also detect troops and the small thermal associated with Deep Space tracking sensors.

Decoy missiles for soaking enemy AMMs.

AMMs

AFM, (basically, longer ranged than AMMs, not quite as accurate), used to kill fast scouts as well

sandblasters missiles designed to hit ships in the 4k km/s range.  Typically 5 million km range
sandblasters missiles designed to hit ships in the 1k km/s range.

Once I have cloaked warships, I intend to build a time on target design, perhaps a size 4 launcher with size 3 missiles.  These will be classified by their separation range.  I have a couple of thoughts regarding 2-stage missiles.  Since the first stage doesn't have highly boosted engines, it might end up that a 2-stage missile is only slightly more expensive than the final stage.  So a lot depends on whether I am more magazine constrained or ordnance BP constrained.

Firing at relatively stationary targets with a time on target missile, you could have literally billions of km of range.  If you want a 10k first stage, you either need a somewhat bigger first stage, or much shorter range.
Posted by: xenoscepter
« on: November 25, 2019, 09:53:54 PM »

I like Size 1 or 2 "Missile Bullets", just ASMs designed for throw weight. All speed, warhead and little to no agility. Basically gyrojets. They work pretty well... on paper.
Posted by: Jorgen_CAB
« on: September 25, 2018, 04:36:53 PM »

While looking forward in to C# Aurora I can see the size and launchers becoming a bit muddled since the throw rate of larger launchers now are not that greater than smaller ones. You can now easily have more types of missiles used in the same launcher with just a low efficiency hit for a higher versatility in their use. I could easily see a main cruiser or destroyer having say size 8 launchers and use them for firing everything from size 4 and up for different reasons, such as anti-craft to anti-ship missiles. AMM launchers could easily be size 1-3 now and you could use several different types of AMM and anti-fighter missiles. Short range ones are size one and anti-craft/fighter are size 3 while long range AMM might be up to size 2.

There probably are reasons to go with larger missiles now with all the electronics you want to cram into them as well as range now being harder to get so you need bigger missiles for good ranges and the electronics needed to hit.

Also... given that small sensors now are allot more effective than before I really think that missiles which guide themselves at targets are going to be much easier to use. So, fire missiles without revealing your position or keeping a sensor scout on target might be more of a thing now.

I can certainly see the missile type and uses becoming more complex than before and at the same time more interesting.

In the current version of the game I basically have one AMM size 1 missile a size 3-4 anti-craft missile and size 6-8 main armoured anti-ship missiles. So usually about four types of missiles
Posted by: joeclark77
« on: July 23, 2018, 12:41:58 PM »

I'll usually have two sizes, but more than two models.  Size 1 is for AMMs (fast, short range, WH1), but sometimes I make a slower, longer-range size 1 missile (maybe WH2) for taking out enemy fighters or for fighting through enemy AMM defenses.  My main ASM is size 4 or 5 (or 3 or 6 occasionally) and I will often have different versions: a fast, long-range one with WH9 for example, and a slow, short-range one with WH16.  If I'm going up against enemies of a lower technology level with slow ships, I'll use the big bombs, and if I'm facing enemies too fast or dangerous for that, I'll use more of the faster missiles.
Posted by: Viridia
« on: June 21, 2018, 03:11:00 AM »

It varies for depending on what background I choose for a game. For example, I'm running an Honorverse style game at the moment with two counter-missile types (because I realised the combat settings won't automatically use size 2 missiles as countermissiles and had to switch to size 1), four different sizes of anti-ship missile depending on the size of the launch platform (size 5 for destroyers, 10 for heavy cruisers and so on), with the three larger sizes then coming in a multistage format to accomodate 'canister' rounds of size 1 countermissiles.

On the other hand, my latest game has around four missiles, size 1 for anti-missile/fighters, size 2 as a lightweight anti-ship missile (playing on maximum tech as an Andromeda Ascendent setting), and then two size 10 missiles, one with over one thousand million KM's range, the other trading about three quarters of that range and a chunk of warhead strength for an extra 60,000 km/s. I might end up reworking that one in fact since it's got less strength than the size 2 missile!
Posted by: Lordubik
« on: May 11, 2018, 06:06:13 PM »

I usually go with one size 1 AMM, one size 4 or 6 ASM, 1 size 12 multy-warhead ASM and sometimes a size 24 torpedo (short range, high speed, huge payload... Just for the boom).
Posted by: Father Tim
« on: May 11, 2018, 03:39:32 PM »

Need?  Zero.

Use?  Usually one -- size 12 or 24 for my ICBM bases.  If my game goes long enough I'll eventually build a second type -- size 1 AMMs for defense.

I don't like to use missiles, because I'm playing Age of Sail or Steam & Steel or maybe Star Wars. . .  What I'm not playing is Modern Wet Navies in Space (with supercarriers, aegis cruisers and massive anti-shipping missile strikes).
Posted by: Tor Cha
« on: May 04, 2018, 06:05:33 PM »

Now when You Change Tech of course Your going to Get New Missiles, Maybe even better ones.
Posted by: obsidian_green
« on: April 15, 2018, 03:03:53 PM »

Four sizes for me: size-1 AMMs; size-6 ASMs; size-4 ASMs; and size-3 anti-craft missiles (ACMs). Currently my size-6 ASMs are only equipped by strikecraft. The size-4 ASMs equip my larger general-purpose warships (30-40k tons), size-3 ACMs equip 20k-ton destroyers, and all of those classes equip size-1 AMMs.
Posted by: GodEmperor
« on: April 10, 2018, 06:21:15 AM »

I use only two types for Naval use.

S1 AMM and varied size ASM.
For the same reason why US Armed Forces use only one type of fuel - compatibility and easy logistics.

I also have one version of ground-orbital launched missile and one for fighters if i feel fancy to have them and not get only some light interceptors with gauss for fighter screen/pd extension.
Posted by: 83athom
« on: April 02, 2018, 10:43:49 AM »

I usually have quite a few as I do things more for RP than outright min-max 'winning'. I like to have the usual size 1 AMMs, but sometimes I'll instead use size 2 dual purpose AMM/AFMs. I use size 3 as a LASM for attacking frigates/FACs or for saturation bombardments on enemy task groups. I use size 6 for main ASM weapons. And I like to have a larger Size 18-24 Torpedo for a heavy boom in ranged base/outpost defenses, long range shelling from an artillery cruiser, or close range kill shots launched from a bomber.
Posted by: Michael Sandy
« on: April 01, 2018, 06:18:21 PM »

I have begun exploring building decoy missiles.  1 MSP missiles that are .7 MSP 30% power engines, .2 MSP fuel, and an active sensor.  I don't recommend firing them at enemy ships directly, just waypoints, unless you want to receive message spam about missiles still looking for their targets.

They are ridiculously cheap and you can time on target them.

I have been testing them on my scouts against enemy Precursors, and they were quite effective at prompting the enemy to fire multiple AMMs at them.  If I hadn't been trying to set up to capture the enemy planet and their AMM stocks intact, I am pretty sure I could cheaply make them waste their enemy munitions against decoys that cost maybe .05 BP.  Yes, that is 20 decoys for 1 BP of production.  With billions of km range.
Posted by: misanthropope
« on: April 01, 2018, 09:24:34 AM »

this definitely doesn't fall under "need", but i find it worth deploying a very slow (ie exactly ship-speed) missile of size one.   There are a lot of highly robust static (or nearly static. . . ) units out there that you don't want to get to beam range with.   probably 5% of my fleet loadout is this kind of missile.   It isn't a gigantic savings in terms of BP per irradiated corpse, but it conserves the Holy Murder Mineral very efficiently.
Posted by: Starmantle
« on: March 30, 2018, 04:20:52 AM »

Me too.  A long-range AMM for sophisticated anti-missile ships with strong fire controls and sensors, able to engage and re-engage the same incoming salvo many times... and a short-range AMM used in box-launchers or smaller escort ships.  The latter have a better to-hit chance, but would tend to have more overkills and/or leakers.
Posted by: Iranon
« on: March 25, 2018, 05:12:08 AM »

I sometimes use 2 AMM versions of the same generation, different distribution of fuel and agility. Long-range versions are typically carried in full-size launchers, high-agility versions in reduced size or (usually) box launchers. The former is quite efficient when paired with a long-ranged sensor and deep magazines (more tonnage than the launchers).