Posted by: pbhead
« on: February 27, 2024, 12:09:26 PM »I like big guns and I can not lie.
So. I am no expert, but when it comes to guns, right? I look at like. 3 possible options
1. Shots per 5 seconds per hullsize. damage doesn't matter, PD weapons. 10 cm railguns would win, but they cant be on a turret. (and if your ship is fast enough to not need turrets to shoot down the missiles. . . then why are you just not walking backwards?) Once your recharge rate gets high enough, you can even do the 75% size, 4x recharge, and still have fastest possible recharge rate. Best PD, will tickle anything with armor.
2. Damage per 5 seconds per hullsize. The largest gun that matches your recharge rate. Multipurpose weapons. Maximum dps, that can be used as point defense as well. (if on a turret) This feels like what you got. My next line of ships will have some of these on quad turrets for long range point defense, while also able to add good damage against ships.
3. Damage per hullsize. the largest gun possible. Note, that as you go past your recharge rate, while the damage per hullsize increases, the damage per second per hullsize drops. This is what I had in my design. One shot one kill. recharge rate doesn't matter if the first shot ends it. Or at least pierces their armor. Or at least has the chance to deal shock damage.
All have their place. Again, my enemy had no missiles, so I went big.
So. I am no expert, but when it comes to guns, right? I look at like. 3 possible options
1. Shots per 5 seconds per hullsize. damage doesn't matter, PD weapons. 10 cm railguns would win, but they cant be on a turret. (and if your ship is fast enough to not need turrets to shoot down the missiles. . . then why are you just not walking backwards?) Once your recharge rate gets high enough, you can even do the 75% size, 4x recharge, and still have fastest possible recharge rate. Best PD, will tickle anything with armor.
2. Damage per 5 seconds per hullsize. The largest gun that matches your recharge rate. Multipurpose weapons. Maximum dps, that can be used as point defense as well. (if on a turret) This feels like what you got. My next line of ships will have some of these on quad turrets for long range point defense, while also able to add good damage against ships.
3. Damage per hullsize. the largest gun possible. Note, that as you go past your recharge rate, while the damage per hullsize increases, the damage per second per hullsize drops. This is what I had in my design. One shot one kill. recharge rate doesn't matter if the first shot ends it. Or at least pierces their armor. Or at least has the chance to deal shock damage.
All have their place. Again, my enemy had no missiles, so I went big.