Author Topic: Amm magnet?  (Read 3229 times)

0 Members and 1 Guest are viewing this topic.

Offline Varee (OP)

  • Warrant Officer, Class 2
  • ****
  • V
  • Posts: 51
Amm magnet?
« on: April 22, 2013, 10:46:32 AM »
So i made a "AMM magnet" it is a large missile with thick armor but no warhead or agi. It was about as fast as any ship my enermy have and it should draw pd and amm fire form the enermy while my faster more destructive missile do dmg. I got mixed result but cant really prove em yet, so anyone one have ever try something like this? Will test a bit more but i think my prob is the CIWS.
 

Offline icecoldblood

  • Warrant Officer, Class 1
  • *****
  • Posts: 99
Re: Amm magnet?
« Reply #1 on: April 22, 2013, 07:10:16 PM »
Interesting Idea. To make this work though you'd have to time it such that the decoy enters AMM range and survives enough AMMs to allow the actual missiles to impact. Could you post the specs of both missiles for us to see? I would like to test it myself.
 

Offline Varee (OP)

  • Warrant Officer, Class 2
  • ****
  • V
  • Posts: 51
Re: Amm magnet?
« Reply #2 on: April 23, 2013, 08:36:35 AM »
Thx for the reply
These are my "Prototype" mid-long range AMMag and missles
Code: [Select]
Missile Size: 30 MSP  (1.5 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 10000 km/s    Engine Endurance: 277 minutes   Range: 166.3m km
Cost Per Missile: 35.505
Second Stage: ExTreme9 7mKm Payload x1
Second Stage Separation Range: 150,000 km
Overall Endurance: 5 hours   Overall Range: 173.9m km
Chance to Hit: 1k km/s 100%   3k km/s 30%   5k km/s 20%   10k km/s 10%
Materials Required:    20.355x Tritanium   15.15x Gallicite   Fuel x2700

Development Cost for Project: 3550RP

Both the Ammag and the missile use the same delivery missle so i dont have to worry about speed and stuff
Code: [Select]
Missile Size: 24 MSP  (1.2 HS)     Warhead: 81    Armour: .42     Manoeuvre Rating: 23
Speed: 16700 km/s    Engine Endurance: 8 minutes   Range: 7.5m km
Cost Per Missile: 31.755
Chance to Hit: 1k km/s 384.1%   3k km/s 115%   5k km/s 76.8%   10k km/s 38.4%
Materials Required:    20.355x Tritanium   11.4x Gallicite   Fuel x200

Development Cost for Project: 3176RP
This is the Warhead, It is about as good as i can make it at this tech level i hope it can take down most ship easily
Code: [Select]
Missile Size: 24 MSP  (1.2 HS)     Warhead: 0    Armour: 22.9     Manoeuvre Rating: 10
Speed: 2500 km/s    Engine Endurance: 43 minutes   Range: 6.4m km
Cost Per Missile: 6.475
Chance to Hit: 1k km/s 25%   3k km/s 0%   5k km/s 5%   10k km/s 2.5%
Materials Required:    5.725x Tritanium   .75x Gallicite   Fuel x250

Development Cost for Project: 648RP
This is the Amm magnet it a bit too fast still as my current enermy fless is traveling at 2400-3000km/s
and most the time they are heading toward me
Still tinkering and testing but if you want to try this out , result will be apreciated
 

Offline icecoldblood

  • Warrant Officer, Class 1
  • *****
  • Posts: 99
Re: Amm magnet?
« Reply #3 on: April 23, 2013, 09:24:00 AM »
I suggest you increase the separation range to 6 million km to maximise your 2nd stage range and to avoid AMM fire on your delivery system. Also, auto AMM fire will target the closest missiles to the ship, so if your missiles are released at the same time your damaging missile will draw fire first due to its higher speed. Try to launch them before your damage missiles. I will be running some tests tomorrow with similar concepts.
 

Offline Varee (OP)

  • Warrant Officer, Class 2
  • ****
  • V
  • Posts: 51
Re: Amm magnet?
« Reply #4 on: April 23, 2013, 09:56:47 AM »
I fire the Amm then wait for around 10 min till i fire the damage missile, still experimenting on that though trying to find the best time to let it fly. also the enermy Amm have about 4 miliion range atm so am not too worry about sep range oh and i setted it at 5000k but when i recall the design it keep saying 150k , it work as it is supposed too though , a bug maybe? or can you call this thing up at other place cuase i copy it by going to missile design and pick the missile form the list
 

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2837
  • Thanked: 673 times
Re: Amm magnet?
« Reply #5 on: July 01, 2013, 04:43:38 PM »
In my opinion it is probably better to match the speed and size of the missiles so they arrive at the same time, this way they can absorb both AMM and beam PD.

I frequently use two missile designs, one with only armour and one with a high yield and low armour or no armour. This way you also don't have to consider timing when you fire the missiles.
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Amm magnet?
« Reply #6 on: September 11, 2013, 10:52:13 AM »
I came up with a way of making this work, but it's only effective for missiles that don't spend too long en route to their targets.  My missile system is based around a few standard warheads, which are loaded onto stages for long range.  A salvo will consist of stages loaded with both warheads and decoys, which release at a predetermined range.  This allows me to tune the decoys to be slightly faster than the warheads, so they will be fired on first, both by AMMs and beams.  There's a <10% chance (I forget the exact figure) that the decoys will arrive an increment early, negating their protection against most beams.  I haven't tested it against serious defenses yet, but the idea shows promise.
Code: [Select]
SVM-1 Striker (warhead)
Missile Size: 1 MSP  (0.05 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 10
Speed: 144000 km/s    Engine Endurance: 4 minutes   Range: 31.1m km
Thermal Sensor Strength: 0.114    Detect Sig Strength 1000:  114,000 km
Cost Per Missile: 2.9812
Chance to Hit: 1k km/s 1440%   3k km/s 480%   5k km/s 288%   10k km/s 144%
Materials Required:    1x Tritanium   0.0672x Boronide   0.114x Uridium   1.8x Gallicite   Fuel x162.5

Development Cost for Project: 298RP
Code: [Select]
SDM-32 Dazzler (Decoy)
Missile Size: 1 MSP  (0.05 HS)     Warhead: 0    Armour: 0.26     Manoeuvre Rating: 10
Speed: 144200 km/s    Engine Endurance: 4 minutes   Range: 31.3m km
Cost Per Missile: 1.8675
Chance to Hit: 1k km/s 1442%   3k km/s 480%   5k km/s 288.4%   10k km/s 144.2%
Materials Required:    0.065x Tritanium   1.8025x Gallicite   Fuel x100

Development Cost for Project: 187RP
Yes, it is a rather high-tech game.  However, the change to .01 MSP increments in 6.3 will make it a lot easier to implement.  Steve, please hurry.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline Rolepgeek

  • Warrant Officer, Class 1
  • *****
  • R
  • Posts: 80
Re: Amm magnet?
« Reply #7 on: September 12, 2013, 07:17:56 PM »
I would, personally, probably make the decoys a bit bigger, but the same speed as the real missiles. Since the real ones will also be in slow carriers, have the decoys release a bit before the warheads.
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Amm magnet?
« Reply #8 on: September 13, 2013, 07:47:51 AM »
I would, personally, probably make the decoys a bit bigger, but the same speed as the real missiles. Since the real ones will also be in slow carriers, have the decoys release a bit before the warheads.
In my case, that wouldn't really work.  The entire carrier complex is set up around carrying Size 1 missiles, so I'd have to rework all of that before I could make them bigger.  Actually, I think there are problems with the whole idea, as missiles don't release precisely at the boundary.  They release instead at the first increment inside the boundary, so you'd probably have to set the decoys off far enough forward to negate the protective effects from beams.
This is Excel-in-Space, not Wing Commander - Rastaman