New Players > The Academy

AMM or PD or both

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undercovergeek:
Thank you so much for these replies

Andrew:

--- Quote from: Arwyn on March 19, 2024, 11:53:55 AM ---Ah, gotcha.



--- End quote ---

All good but you no longer need a 1pt warhead unless you want to be able to shoot missiles at ships as well (often a good thing) fractional warhead work against missiles with a formula based on the size of the incoming missile. I tend to use a warhead strength of about 0.5  particularly with early warhead strength that can save a big chunk of a 1msp missile.  ATG and multiwarheads can also work well.
Point defense guns pretty much get one shot per salvo , I have occasionally got more than one shot when 20cm lasers or similar heavy weapons are used as backup to the normal close in weapons. A 10,000Kms missile covers 50,000km in one 5 second impulse and that is such a slow missile its hardly worth firing it. Expect enemy missiles to cover around 100,000 or so km in a 5 second impulse and plan on most point defense beams firing in final defense mode.
Missile launchers you set to the number of missiles per target and the computer will start launching as soon as it can and then if it has time fire again against any target which has not had enough missiles assigned. If you are facing small salvo's your PD and shields can handle turn of the AMM's to avoid wasting resources you may need later.
I think CIWS May currently be bugged if it is don't use it, otherwise it gives high value targets an extra shot against missiles getting past the AMM's and PD fire. I often stick a couple on troop transports just in case as they can be fitted to civilian ships, better plan is not to let the troop transports get shot at but...

Arwyn:
Just to tag in here, Andrew is right. I made a mistake on the shots fired for Gauss, its the same. Once.

As far as the warhead size, this is an area where folks will get into the weeds in Aurora theory crafting. :)

I still aim to do damage, as there are situations where your going to be shooting at smaller ships, and your resolution may not be low enough for your primary missile boats to even see them. Your AMM ships will, because of the Res 1 sensors. So, your AMMs may be the only thing that can fire on them. Just as an example.

Andrew has a very valid point, that if all your looking to do is knock down vampires, then fractional warheads make sense, as that mass can go back into engines or fuel. Completely valid (and effective) tactic.

Generally, I think most folks here will agree, layering defenses from a fleet perspective is the way to go.

Past that, your going to see a bunch of different opinions around the 'how'. Some folks build purely single functions ships that are tweaked to be as lean as possible while fulfilling that specific role. Absolutely works. The down side to that is you tend to have a lot of models of ships to fill all the roads.

Some folks go for dedicated ships, but that have some flexibility to cover other roles/situations. These designs dont tend to be optimal, but they fill their role and have some extra flexibility. Upside is fewer number of ships types. I prefer this personally.

Then you have some folks that go for the multirole capability. These ships can do several roles, but at the cost of massive size and costs and LONG build times. Its cool to try once, but not the most practical, especially early.

If your new to the game, pick one of the first two and tinker with what works best for your playstyle. A lot of Aurora breaks down into how many/how much resources you want to invest economically and logistically into areas. Lots of ship types means (generally) lots of shipyards unless your really good at ship designs that can be built in the same yard. Fewer classes means fewer yards, and slightly simpler logistics.

All comes down to how much complexity you like to manage. :)

Froggiest1982:
I think relying solely on AMM as a PD strategy is inherently flawed and excessively costly, and if I were to employ 1 strategy only, I would probably go with Turreted PD guns.

However, in my opinion, effective PD demands a layered system incorporating AMMs, decoys, possibly turreted PD guns, or CWIS.

I enjoy incorporating plenty of RP elements into my campaigns, which sometimes leads to the inclusion of less-than-ideal ships. However, when I'm testing new strategies, I prioritize using optimal ships to establish a benchmark. In such cases, I maintain a ratio of 3 to 1 for escort to warships and implement a specialized layered defence on each ship: 1 AMM ship and 2 Turreted PD ships.

Additionally, I've recently begun equipping some PD ships with one-shot box launchers for decoys, which I fire before initiating the PD barrage.

Jorgen_CAB:
I agree with the above... a layered defence is absolutely the most effective option in the long run. Early on you might only rely on regular PD and possibly decoys depending the techs you have researched. It also is quite possible to rely entirely on PD such as say railguns if that is the technology you have chosen to focus on for some roleplay reason.

Focusing on AMM only is of course possible but certainly far from optimal, you wold at least want to have good shields as a secondary way to absorb leaking missiles.

I rarely also build strictly focused ships on one type of weapon system. The reason is that it is much more efficient from a yard perspective to have multiple weapon system in less designs that you can build in the same yard with only slight differences on weight of weapons systems for the current needs you have. It also makes upgrade cheaper and less costly in time due to how research is progressing. It is quite rare for me to have a ship that only have PD guns on it as a fleet are going to have a layered system anyway. It is also more vulnerable to put all eggs in one basket as that means you can more easily knock the more important system out which will lead to a domino effect. This is mostly visible when you command multiple sides of a conflict at the same time.

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