Author Topic: Secondary Guns  (Read 158 times)

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Offline BasileusMaximos

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Secondary Guns
« on: January 11, 2018, 04:04:07 PM »
How useful are secondary guns on ships?

By secondary guns I mean beam weapons that are not the main (largest) guns but are also not meant for PD.

What I want is to have main spinal-mounted railguns to take on large ships and then have smaller turreted railguns to take on smaller ones.

Would this space be better used for other things?
 

Offline sublight

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Re: Secondary Guns
« Reply #1 on: January 11, 2018, 05:41:21 PM »
Not very.

If you want to include anti-beam-fighter or anti-beam-FAC weapons it usually works better to design those as dual-purpose main guns or dual-purpose point defense guns instead of independent systems.

Oh, and railguns can't be turret mounted. (They still make good PD guns due to volume of fire however.)


((Edited to simplify reply.))
« Last Edit: January 11, 2018, 05:53:32 PM by sublight »
 

Offline Barkhorn

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Re: Secondary Guns
« Reply #2 on: January 12, 2018, 06:01:32 PM »
Considering you can only have one spinal mounted weapon, secondaries will likely make up most of your firepower.

What I do when designing beam ships is decide on a total tonnage and speed.  This tells me how much tonnage I can spend on weaponry.  Once I know my weaponry budget, I put in the biggest spinal weapon I can, as many gauss turrets as I think I may need, and then I fill the rest of the space with the biggest normal mount lasers I can build.  You don't need to turret them, with their low rate of fire they'll be bad against missiles no matter what, and if you're in a beam fight against someone who vastly outpaces you you're already dead and no amount of tracking speed will save you.

So in a 6000 ton beam destroyer, I will have one spinal laser, 4-6 normal lasers, and 2-3 gauss turrets.
 

Offline Michael Sandy

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Re: Secondary Guns
« Reply #3 on: January 13, 2018, 02:16:46 AM »
One of my strats vs the AI is to have enough point defense in my fleet to bleed out their missiles.  Then I close enough for my short ranged missiles to kill their energy armed ships.  At that point, I can safely close and rip their empty missile ships apart.

If there is a secondary beam armament on all the ships, it takes a lot more missiles to take out the energy component.  So for the AI ships, it makes sense to have a mixed armament to make it a little harder for the player to efficiently pick them apart.  But then, players are smart enough to manage their ammunition a bit better.

Having a secondary beam armament means you aren't completely vulnerable to something that closes to point blank energy range.  Fighting a long ranged beam fight, at least the damage is not so fast that you wouldn't be able to deal damage back.

Having some beams with a 5 second or 10 second recharge time isn't debilitating.  And there is nice RP value in it.  But it isn't all that efficient.  It MIGHT work in terms of shipyard tooling, where you basically alternate retooling the missile launchers and retooling the beam weapons, if each component amounts to a smaller fraction of the total cost of the ships.
 

Offline Iranon

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Re: Secondary Guns
« Reply #4 on: January 13, 2018, 08:10:51 PM »
I sometimes have a mixed laser battery for different ranges: the finest 15cm lasers I can build for long-range combat, low-tech lasers (which can be of pretty much any size) for cheap point-blank firepower.

Turreted lasers and midsize railguns (5s or 10s refiring time) are fine dual-purpose weapons, even if they may be too expensive or too short-ranged to be my primary anti-ship weapon.

In general, a mixed battery can outperform a uniform one: one powerful weapon that carves deep gashes into armour and a fast-firing one that reliably exploits holes.
 

 

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