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Posted by: Cocyte
« on: January 20, 2013, 05:19:22 PM »

Thanks.
By the way after my experience with the swarm i decided to design a special missile for countering their high speed FACs. It is on ion tech and has a reduced range in the favor of speed and agility and IR sesnsors.

I am not sure about the thermal sensors. Is their range ok for targeting FACs?

Well, those little buggers have a 160 thermal signature and a 10000 km/s speed...
Your thermal sensors seems quite weak for this purpose
(I think that you need to be able to detect the ennemy after a 5 second movement phase - so you'll need a 50000 km detection range for a thermal signature of 160 / more than 300000 km for a thermal signature of 1000 if the formula is linear)
Posted by: Jorgen_CAB
« on: January 19, 2013, 06:35:27 AM »

They can tell the difference, but you don't get a choice of which to shoot.  You shoot all of them or none of them (or you manually target, which is 5s slower per salvo and subject to fire delay)

Yes, and that is normally why you don't want to run with zero yield armoured missiles or those with very low yield. They can be safely ignored but it means more micromanagement to do so and you might loose some small efficiency since whenever you give them a new target you loose 5 seconds.

It should also not be used to saturate enemy PD with firing more salvoes. Because in essence you get two salvoes from each fire control for PD to engage and PD will engage every missile.

If you are playing against another player I would just make up some ground rules for how you want to play it. The easiest is probably that no manual targeting of AMM is allowed and that salvoes with mixed missiles has to be big enough so you don't saturate enemy beam PD fire-controls that way, or just a rule that you can't mix missiles in the same FC.
Posted by: Icecoon
« on: January 19, 2013, 05:03:54 AM »

Thanks.
By the way after my experience with the swarm i decided to design a special missile for countering their high speed FACs. It is on ion tech and has a reduced range in the favor of speed and agility and IR sesnsors.

Quote
AS-52 Sidearm
Missile Size: 5 MSP  (0.25 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 17
Speed: 25200 km/s    Engine Endurance: 13 minutes   Range: 20.0m km
Thermal Sensor Strength: 0.0296    Detect Sig Strength 1000:  29,600 km
Cost Per Missile: 3.3036
Chance to Hit: 1k km/s 428.4%   3k km/s 136%   5k km/s 85.7%   10k km/s 42.8%
Materials Required:    1x Tritanium   0.0174x Boronide   0.0296x Uridium   2.2566x Gallicite   Fuel x475

Development Cost for Project: 330RP

I am not sure about the thermal sensors. Is their range ok for targeting FACs?
Posted by: Jorgen_CAB
« on: January 19, 2013, 04:46:11 AM »

I have a question about armored missiles. Do they work let's say with 0.5 armouring or the armor has to be exactly 1 or more?

Acording to Steve they should work with fractions from an old post I found. But my investigations by testing seem to show that fractions below one does not work. Testing fractions above one is harder. I have reported it as a bug a while ago.

I stick with whole numbers for now.
Posted by: Icecoon
« on: January 19, 2013, 03:59:54 AM »

I have a question about armored missiles. Do they work let's say with 0.5 armouring or the armor has to be exactly 1 or more?
Posted by: jseah
« on: January 18, 2013, 10:17:26 PM »

can other players see two different types of missiles coming at them? or can they not determine which ones are armored and which ones have warheads?
They can tell the difference, but you don't get a choice of which to shoot.  You shoot all of them or none of them (or you manually target, which is 5s slower per salvo and subject to fire delay)
Posted by: Nathan_
« on: January 18, 2013, 07:16:57 PM »

can other players see two different types of missiles coming at them? or can they not determine which ones are armored and which ones have warheads?
Posted by: Jorgen_CAB
« on: January 18, 2013, 04:50:46 PM »

Here is another interesting approach I have been contemplating. It actually is reasonably cheap and I could produce this ship in my military auxiliary ship yards.

Code: [Select]
Broadsword class Strike Cruiser    20,000 tons     447 Crew     3433.5 BP      TCS 400  TH 1920  EM 1500
4800 km/s     Armour 6-65     Shields 50-300     Sensors 11/11/0/0     Damage Control Rating 12     PPV 100
Maint Life 2.17 Years     MSP 1314    AFR 261%    IFR 3.6%    1YR 374    5YR 5603    Max Repair 480 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 1200   

NPE-2500-0960-039  Magneto-plasma Stardrive (2)    Power 960    Fuel Use 39.43%    Signature 960    Exp 12%
Fuel Capacity 1,000,000 Litres    Range 22.8 billion km   (55 days at full power)
SH-025-300  Delta class Shield Generator (20)   Total Fuel Cost  250 Litres per hour  (6,000 per day)

CIWS-16000-32-06  Guardian PD System (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
TLS-10-10000 Torpedo Launch System (40)    Missile Size 10    Rate of Fire 10000
TLCS-557-180-11  Torpedo Launch Control System (4)     Range 557.9m km    Resolution 180
AST-470-072-XX  Vindicator class LR Weasel Torpedo (40)  Speed: 7,200 km/s   End: 624.8m    Range: 419.9m km   WH: 0    Size: 10    TH: 24/14/7
AST-461-072-12  Tornado class LR Capitol Torpedo (80)  Speed: 7,200 km/s   End: 615.4m    Range: 415.9m km   WH: 0    Size: 10    TH: 24/14/7

TH-011-11  Naval IR Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM-011-11  Naval EM Detection System (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

AST-200-32-XX  Vindicator class Weasel Torpedo
Code: [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 1    Armour: 3     Manoeuvre Rating: 10
Speed: 32000 km/s    Engine Endurance: 104 minutes   Range: 200.4m km
Cost Per Missile: 4.2
Chance to Hit: 1k km/s 320%   3k km/s 100%   5k km/s 64%   10k km/s 32%
Materials Required:    1x Tritanium   3.2x Gallicite   Fuel x2075

AST-195-32-12  Tornado class Capitol Torpedo
Code: [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 12    Armour: 1     Manoeuvre Rating: 12
Speed: 32000 km/s    Engine Endurance: 102 minutes   Range: 195.6m km
Cost Per Missile: 6.754
Chance to Hit: 1k km/s 384%   3k km/s 120%   5k km/s 76.8%   10k km/s 38.4%
Materials Required:    3.25x Tritanium   3.504x Gallicite   Fuel x2025

The missiles are not really optimised and could perhaps be reduced in range a bit but I just took the designs I had.

This would obviously be a highly specialised missile strike cruiser and be operated in independent squadrons of three to five ships attached to battle-groups in need of extra heavy artillery fire-power.

The ship is pretty cheap at about 3500 BP and its ordnance has total cost of about 800 BP
Posted by: Jorgen_CAB
« on: January 18, 2013, 03:42:44 PM »

In essence I would like to point out (as I did in that post with the test) that both fleets were suboptimal by design and that I intentionally avoided gauss cannon spam.

It is more than doable to counter missile fire-controls with gauss pd fire-controls they are roughly equal in cost but the gauss cannon are practically free in comparison with all the missiles that you need to produce to support the missile weapon system.

In a normal fleet I usually attach frigate escorts based on my intel on the enemy and what type of ordnance I know that they use. If I'm unsure I go with one AMM frigate, one laser frigate and one gauss frigate. There might sometimes be a few more beam armed frigates for every AMM. Gauss frigattes are between 4500-4800tons and have two 67% quad turrets each with a fire-control. They are specifically designed to combat fighter launched salvoes.

Even trying to compare is rather futile because any fleet composition anyone make here can be countered somehow. My balanced fleet composition can probably be beaten by any other composition but not easily by anyone in equal size at least. By providing a large compliment of beam PD I make sure that I free up my industry and naval yards for producing more ships or infrastructure instead of expensive missiles. When beams fire their ammunition is free. They are also complimented by AMM that can be used if I feel there is a need for them. It is possible to target AMM by hand. That way I can destroy entire salvoes instead of saturating every salvo with a few missiles. I just need to make sure I have a high fleet training level on my ships. ;)

You must agree that in the engagement between the Freedom and Iron Fist fleet the Freedom fleet came out on top in terms of industrial capacity in replacing their respective losses after the engagement?

Below are some comparison in cost of different systems using approximately the same technology levels.

Code: [Select]
70mm Phalanx PD System (67% miniaturized quad turret), size 20.61, Cost 119
Point-defence Fire-control, size 4, cost 77

This turret will on average shoot down about 4-5 equal technology fast missiles per turn.

Total space: 25 HS, 1250 tons
Total cost: 196 BP


Code: [Select]
3 size 4 missile launchers, size 12, cost 84
Missile Fire-control, size 3, cost 63
Magazine space for 21 salvoes missiles, size 15, cost 90
63 size 4 missiles, cost about 220

Total space: 30 HS, 1500 tons
Total cost: 457 BP

So, in general it is very hard to out perform a PD turret in terms of both combat and industrial efficiency when you use full size launchers. In my opinion this is a good thing because it is generally easier to attack then defend so defence should in general be slightly cheaper in comparison.

The above turret is the most common point defence system on my ships in general. My laser PD frigate only has one fire control but their role is engaging larger salvoes of heavy missiles. They generally come in waves of 10-20 in each salvo so one fire control is more than enough in one battery with two quad turrets.

All in all I feel that there are no direct point in saying you can't counter full sized launchers. Its only when you go below size four you will have a chance to beat them in combat efficiency but not in industrial efficiency. Size two beat them without question. But in my games I don't use ASM with size less than four anyway.

My suggestion could be to increase the number of launchers to five per fire control and include two armoured dud or yield 1-2 missiles and three high yield missiles. That would certainly make my defence much more dicier if countered with a great number of gauss PD systems. There would be allot more leaks from every salvo.

Weasel missiles help with AMM saturations as well. Lets say that your first three salvoes have three weasels and two regular missiles. The next three has three regular and two weasels while the next three are only regular. You then start with weasels again of you have to to make sure your regular missile hits home. Weasel missiles are also incredibly cheap to produce.

Something like this could work perhaps...

Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 40000 km/s    Engine Endurance: 61 minutes   Range: 146.0m km
Cost Per Missile: 3.5
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
Materials Required:    1.5x Tritanium   2x Gallicite   Fuel x1250

Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 0    Armour: 1     Manoeuvre Rating: 10
Speed: 40000 km/s    Engine Endurance: 61 minutes   Range: 146.0m km
Cost Per Missile: 2.25
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
Materials Required:    0.25x Tritanium   2x Gallicite   Fuel x1250

When this method is used relying on AMM alone will be a very expensive proposition indeed. You will probably be force to start using a serious part of your PD duty to beam weapons.


And... lets not argue this as if it was a competition... (my fleet is bigger and tougher than yours) neither will win.  ;)




Posted by: Charlie Beeler
« on: January 18, 2013, 12:42:33 PM »

Jorgen_CAB

To your point about different approaches...

In the equivalent role of the " Iron Fist" TG I'd be using 6 25k ships.  Using the research points I extrapolate from the test battle post my tech choices would have  been very different.  The result is a class that has armor 6, delta shieldsx36 (90), single 30cm C3 Plasma Carronade, 1 BFC 4xRange, 1 quad GC R1 (1x12) turret, 1 BFC 4xSpeed, 10 sz1 ROF-5 std launchers, 1 res1 4hs(3m/km vs sz6 msl) MFC, 12 sz4 ROF-20 std launchers, 4 res100 2.75(190m/km vs 5k/ton) MFC's, magazine capacity for 47 salvos sz1 48/kps wh1 m24 and 22 salvos sz4 40k/kps wh6 m10, 1 res100 8hs(184m/km vs 5k/ton) AS, 1 res1 12hs(3m/km vs sz6 msl) AS, 1 sz4 EM Sensor, 1 ECM-2, 5 conpact ECCM-1, 1m liters fuel.  And 12 months crewquarters.

This is just the extrapolation using my prototyping worksheet not actual games stats.  But does follow my design protocols for 25k/ton battlecruisers.  On paper the AMM's should stop all 120 other  either torpedo version and only expend about 70% of the on-board stock.  Conversely the ASM's likely wouldn't penetrate a Liberty's armor belt.  The ASM damage potential is do to having 1 more salvo per volley than the defending TG has defensive fire controls.

Though the missile bombardment version would be a very different result.  It was developed to address the issue of heavy GC turret usage when they were introduced to Aurora.  The above stat's drop the shields, PD turret, and offensive beam in favor of adding another 9 sz4 launchers and 3 MFC's.  This configuration has a volley of 42 salvos of 3 missile each.  That's 20 salvos more than the defending TG has the ability to intercept.  It should only take about half the ASM's in the magazines to at least disable all 3 Liberty BC's.

Both of these standard TG's are vulerable to smallcraft swarms designed to using res100 1hs(69m/km vs 5k/ton) MFC's.
Posted by: Jorgen_CAB
« on: January 18, 2013, 09:12:49 AM »

Code: [Select]
Hosho class Frigate    6,000 tons     132 Crew     1149.25 BP      TCS 120  TH 624  EM 0
5200 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 13.25
Maint Life 2.44 Years     MSP 479    AFR 72%    IFR 1%    1YR 111    5YR 1658    Max Repair 312 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 534   

624 EP Magneto-plasma Drive (1)    Power 624    Fuel Use 80.93%    Signature 624    Exp 13%
Fuel Capacity 540,000 Litres    Range 20.0 billion km   (44 days at full power)

Size 1 Missile Launcher (5)    Missile Size 1    Rate of Fire 5
Size 5 Missile Launcher (33% Reduction) (5)    Missile Size 5    Rate of Fire 500
Missile Fire Control FC92-R20 (1)     Range 93.0m km    Resolution 20
Missile Fire Control FC62-R1 (1)     Range 62.4m km    Resolution 1
Size 5 Missile Stage (20)  Speed: 21,800 km/s   End: 45.8m    Range: 60.1m km   WH: 0    Size: 5    TH: 72/43/21
Size 1 Anti-missile Missile (434)  Speed: 38,400 km/s   End: 2.8m    Range: 6.4m km   WH: 1    Size: 1    TH: 358/215/107
I went ahead and designed this frigate based off my usual frigate design.  The fallout of the engine changes is pretty massive, I think I will need to put tankers with my ships now. 

Just a reflection...

I learned the hard way that you do not want your engines to be too big on a smaller ships. The problem is when the engine is damaged due to combat. It take you twice its cost in supply to repair and often they can't do that. So they will have to be tractored to safety. Often that is not an option.

Unless you don't care for damaged ships that is... ;)
Posted by: Jorgen_CAB
« on: January 18, 2013, 09:04:42 AM »

Well, its still fun to discuss tactics, even if done with some restriction. It is also perfectly fine to discuss tactics using small missiles and so forth, they are after all part of the current game.

I still think that others may benefit regardless, any restrictions anyone uses are personal.

I hope we all agree that we play the way we all think is fun, there is no right way.  :)

I might also say that there are obviously many tactics to combat heavy missiles. So making your strategy completely depending on them can become as problematic as anything else.

Yesterday I made two fleets. One who was more traditional very much like my traditional Freedom fleet. Then I made one with all 20000 ton assault destroyers. They all had large portion of their hulls using high powered engines, passive defenses, point defenses, some AMM and lots of heavy particle beams. They simply charged the freedom fleet and slaughtered it... this was using same tech levels and colliers to resupply the freedom fleet.

My learning from that is that beam combat is as important as missiles. The only defense I can't seem to find a proper method for is using missiles in the combination above. Such defenses do simply not exist in the game.  :(

Now... I just have to start playing my real campaign again and not play around with combat testing. So, back to real life.  ;)
Posted by: Nightstar
« on: January 18, 2013, 06:38:20 AM »

Ah.  I'll admit to not really having known the mechanics of manually targeting missiles.  I guess I'll agree with you on mixing different size missiles.

I will point out that 'small yield' in this case involves nukes.  You mention newtonian aurora, but, if I read correctly, even small missiles there could one shot ships.

The ability to add damage reduction sounds like a really cool idea to me, and should probably be brought up in the suggestions thread, as well as the problem with chaff missiles. 

I think we may have exhausted the thread now.  Any further arguing about which deliberately suboptimal design is the best seems kinda pointless.  Within the restraints we've set, I think mixing cheap armored missiles with high yield of the same size is going to be best for most circumstances.
Posted by: Jorgen_CAB
« on: January 18, 2013, 04:36:08 AM »

I have (in principle) no problems with duds either from a real life point of view. The major problem with the game are how mechanics work and that you can't prioritise to shoot down a bigger missile in favour of a smaller and that armour can't bounce small yield hits.

If you, for example, look at the changes Steve wants to include into New Aurora or Newtonian Aurora it is to prevent small yield weapons from being overpowered in comparison to the big weapons so that everything has its purpose.

What I mean is that a small missile such as size one or two (at the technology levels discussed) should carry yields far to weak to make an impact on armour and thus automated defences and AMM should be able to ignore them in favour of bigger more imminent threat.

The best strategy in the game would be to launch a bunch of size 1 missiles with the same speed as a big missile and add some armour to it. It is cheap and extremely effective.

Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 0    Armour: 0.1     Manoeuvre Rating: 10
Speed: 32000 km/s    Engine Endurance: 97 minutes   Range: 186.8m km
Cost Per Missile: 0.425
Chance to Hit: 1k km/s 320%   3k km/s 100%   5k km/s 64%   10k km/s 32%
Materials Required:    0.025x Tritanium   0.4x Gallicite   Fuel x1000

Code: [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 12    Armour: 1     Manoeuvre Rating: 12
Speed: 32000 km/s    Engine Endurance: 102 minutes   Range: 195.6m km
Cost Per Missile: 6.754
Chance to Hit: 1k km/s 384%   3k km/s 120%   5k km/s 76.8%   10k km/s 38.4%
Materials Required:    3.25x Tritanium   3.504x Gallicite   Fuel x2025

The problem with game mechanics are that they can't be targeted individually and you will be forced to shoot down all the small missiles. In real life with advanced targeting system you could most probably concentrate on the big missiles first. To me this is a gamey tactic. Second I role-play that small yield are too small to hurt heavy ship armour, like shooting at a battleship with a 20mm gun. Therefore (in my opinion) the game breaks down when you use missiles such as size 1-3 as ASM. And you should never mix differently sized missiles since the game mechanics can't really deal with them. The game becomes one sided and you loose the nuances of all the combat systems. The game will just devolve into missile platforms and finding the opponent. Actually invading someone that is not the AI becomes pretty much impossible when you factor in ground listening posts.

I would have no real issues using dud missiles as long as they are the same size. It's pretty reasonable to say that it is impossible to tell the live ones from the duds.


I'm probably not alone on these forum to refrain from using smaller missiles as ASM for the same reasoning that I use.



Posted by: Nightstar
« on: January 18, 2013, 02:31:35 AM »

The important part of the MIRV comment was the 'dud warhead' part. 
Quote
I obviously could added some more armour to the last size eight and reduced the yield even more, but that would make it very week and feels a little gamey.
I was trying to say dud warheads aren't gamey -- they're a valid tactic if your opponent can't distinguish them easily.