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Posted by: Gabethebaldandbold
« on: February 09, 2016, 05:22:50 PM »

all the sudden I think I am going to make a allahu akbar fighter with a 64 dam warhead torpedo.  thanks for the idea
Posted by: iceball3
« on: January 28, 2015, 01:49:43 PM »

Oooh, i forgot about laser warheads! Actually, i think if fired within instantaneous hit range, laser tipped missiles may be completely uncounterable by point defense. Interestingly,the max range for its use like this is roughly the same as the best laser engagement ranges, if more accurate. It is interesting how that works out, huh?
Posted by: linkxsc
« on: January 28, 2015, 01:08:05 PM »

Pretty sure that final fire will still attack even if you fire from within ciws range.

Its a strong tactic against enemies who use lots of amms because they wont get a shot off. But its quite important to have separate fire controls for each launcher so that if regular beam ships try to engage them, they cant shoot down all the missiles.

 Also bring a few different kinds of ammo, armored ones, ecm ones. Even have loaded the launchers with amm mines for defense before. Major drawback though is the slow rof of large launchers. (I like size 16 and 8, because with rof4 tech thats a 2min and 1 min reload)

Perhaps though with that testing 1 of the guys is doing with laser warheads and ciws, laser heads might be an option aswell.
Posted by: iceball3
« on: January 28, 2015, 10:22:28 AM »

Last i checked, Final Defensive Fire should be able to hit even on the instantaneous range, or at least CIWS should. I'd need to re test it, though, so take it with a grain of salt.
Posted by: 83athom
« on: November 10, 2014, 07:18:47 AM »

This made me want to build something like this, so here is the SR-AS-25T:
Missile Size: 25 MSP  (1.25 HS)     Warhead: 85    Armour: 3     Manoeuvre Rating: 16
Speed: 24000 km/s    Engine Endurance: 76 minutes   Range: 109.6m km
Active Sensor Strength: 2.502   Sensitivity Modifier: 110%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 270 000 km
ECM Level: 1
Cost Per Missile: 37.202
Chance to Hit: 1k km/s 384%   3k km/s 128%   5k km/s 76.8%   10k km/s 38.4%
Materials Required:    22x Tritanium   1.5x Boronide   3.002x Uridium   10.7x Gallicite   Fuel x12590
Posted by: martinuzz
« on: October 08, 2014, 09:35:49 AM »

Oh, I never realized deployment time did not need to be an integer value. Thanks!
Posted by: alex_brunius
« on: October 08, 2014, 08:20:35 AM »

Gonna make small size 6 box launcher drone fighters, carry them up close in heavily armoured beam PD / AMM mounting carriers, and release them when they're close enough. Many thanks to my 40% research bonus, 50 lab missile specialist. It took a while to get to this tier, from conventional start :P

EDIT: there we go
Code: [Select]
Deepstrike class Strikefighter    500 tons     8 Crew     136.4 BP      TCS 10  TH 60  EM 0
12000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5.4
Maint Life 8.58 Years     MSP 34    AFR 10%    IFR 0.1%    1YR 1    5YR 12    Max Repair 30 MSP
Intended Deployment Time: 1 months    Spare Berths 2   
Magazine 36   

40 EP Internal Fusion MicroDrive (3)    Power 40    Fuel Use 336.02%    Signature 20    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (12 hours at full power)

Size 6 Box Launcher (6)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
SR Torpedo Fire Control FC9-R100 (50%) (2)     Range 9.2m km    Resolution 100
Size 6 SR Torpedo Mk1 (6)  Speed: 21,300 km/s   End: 0.5m    Range: 0.7m km   WH: 25    Size: 6    TH: 191/115/57

Not related to Torpedos in general but I think you could make that fighter a bit more effective by skipping engineering and reducing deployment time to 0.1 months. That should let you build in a bigger engine and/or more fuel without really losing anything.
Posted by: martinuzz
« on: October 08, 2014, 05:31:54 AM »

Since my usual space doctrine is: smaller is better, I'm gonna try a scaled down version:

Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 25    Armour: 0     Manoeuvre Rating: 27
Speed: 21300 km/s    Engine Endurance: 1 minutes   Range: 0.7m km
Cost Per Missile: 9.882
Chance to Hit: 1k km/s 575.1%   3k km/s 189%   5k km/s 115%   10k km/s 57.5%
Materials Required:    6.25x Tritanium   3.632x Gallicite   Fuel x12.5

Gonna make small size 6 box launcher drone fighters, carry them up close in heavily armoured beam PD / AMM mounting carriers, and release them when they're close enough. Many thanks to my 40% research bonus, 50 lab missile specialist. It took a while to get to this tier, from conventional start :P

EDIT: there we go
Code: [Select]
Deepstrike class Strikefighter    500 tons     8 Crew     136.4 BP      TCS 10  TH 60  EM 0
12000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5.4
Maint Life 8.58 Years     MSP 34    AFR 10%    IFR 0.1%    1YR 1    5YR 12    Max Repair 30 MSP
Intended Deployment Time: 1 months    Spare Berths 2   
Magazine 36   

40 EP Internal Fusion MicroDrive (3)    Power 40    Fuel Use 336.02%    Signature 20    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (12 hours at full power)

Size 6 Box Launcher (6)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
SR Torpedo Fire Control FC9-R100 (50%) (2)     Range 9.2m km    Resolution 100
Size 6 SR Torpedo Mk1 (6)  Speed: 21,300 km/s   End: 0.5m    Range: 0.7m km   WH: 25    Size: 6    TH: 191/115/57
Posted by: linkxsc
« on: October 07, 2014, 12:50:38 PM »

On my desktop game at home ive been doing this with size 16 missiles on my mostly beam battleships. 6msp to warhead (36 damage) 8 to engine. .005 to fuel, and the remainder to agility  also i do the same thing minus an engine, traded for an msp of active sensor.

Sail in close range as the dozen gauss cannons the ship has eat all the missiles coming in. Close to 200kkm, let go with the 16s, watch as a number of gaping holes appear in all the enemies armor, pass a bit closer and finish them off with my 30cm plasma carronades.
Posted by: Garfunkel
« on: October 07, 2014, 12:25:21 PM »

Oh man, I've been meaning to try this idea for the longest time. Definitely doing it in my current game.
Posted by: Starmantle
« on: December 04, 2013, 09:39:09 PM »

Ha!

I like it.

And in other news, I'm posting over in the Bureau of Ship Design with a set of assault craft, one if which is directly inspired by this thread.   
Posted by: Theodidactus
« on: December 04, 2013, 09:23:58 PM »

I'm replaying that universe and about 7 years away from building the next one. Your suggestion will be incorporated into the design.

The "Aurora" class also runs 2 massively long-ranged particle beams for keeping ships at bay...mostly because I like the idea of yelling "FIRE SYNCHROTON BEAMS!" while alone in my apartment.
Posted by: MarcAFK
« on: December 04, 2013, 05:53:18 PM »

Hmm, If I was going to design large well equipped RP science vessels like yours I might put a massive box launcher inside with a massive missile inside named "warp core" which can be ejected for self destruct purposes.
Posted by: Theodidactus
« on: December 04, 2013, 08:46:51 AM »

I'm one of the few players that plays with "big missiles", mostly for RP purposes.
My war cruiser groups fire size 12 missiles and my heavy bomber groups drop size 16 bombs. I also run armored size 48 drones which spam tiny missiles and have roughly the same speed and range as my fighter/bomber squadrons. Your design is very much like the "stranglet torpedo" that my science vessels use. Each science vessel mounts two in box launchers. It's a weapon of last resort, just because my science vessels have run into some creepy stuff in the depths of space.
Posted by: Starmantle
« on: December 04, 2013, 01:40:09 AM »

What was the problem?

I'm totally stealing this idea for use with a heavy fighter bomber group I'm playing with, by the way.

Thanks for sharing!