Author Topic: Starter questions  (Read 6419 times)

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Offline UnLimiTeD

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Re: Starter questions
« Reply #45 on: October 08, 2010, 10:05:51 AM »
I think you messed up that example. 1/(1+3) would be 25%, it should be 3/(3+1).
 

Offline Nibelung44

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Re: Starter questions
« Reply #46 on: October 08, 2010, 01:25:16 PM »
In any case, thanks, this is what I wanted to know. That an armored missile could bear the damages of a small anti-missile. Thanks for the rest anyway about armor  :)
 

Offline Brian Neumann

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Re: Starter questions
« Reply #47 on: October 08, 2010, 06:46:15 PM »
I think you messed up that example. 1/(1+3) would be 25%, it should be 3/(3+1).

You are correct.

A thing to note is that more than a couple of points of armour on a missile is already hitting the point of diminishing returns.  Most point defense systems are low damage so that they are small and a ship can mount a lot of them.  This means that 1 point of armour is usually going to give you about a 50% survival rate against a lot of the pd weapons.  2 points only makes it 66% and 3 would be 75%.  As missile armour is a flat 1 missile space point (msp) per point of armour (currently tech has no effect on this) a missile with 3 points of armour is using a lot of its space for only a 50% increase over the 1 point of armour.

Brian
 

Offline UnLimiTeD

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Re: Starter questions
« Reply #48 on: October 08, 2010, 07:35:11 PM »
Thats maybe the wrong approach in thinking about it.
3 armor would reduce the enemy chance to kill the missile to 25%, yes, thats less base bonus for the missile, but instead of two, on average he needs 4 shots not to kill that missile.
Which while only double as much than 2, is still two more, so for every point of armor, the enemy needs one more shot with classical point defense weapons.
Sure, 1 point is mostly enough anyways, but still, armor doesn't really get inefficient if you apply more.
The missile, however, does.

For example: A size 6 missile has 2 sizes allocated to WH, being 10 (why anyone would have 10 WH is beyond me, but you never know).
Reducing that by one (5) allows for one point of armor.
If you always penetrate the enemies point defense (or at least more that 50% of the time), armor will probably be detrimental to the results.
If the enemy easily beats you back, you won't have an effect.
If, however, the enemy can barely beat back the great majority of your missiles, for easy of example 100%, and doesn't have time to fire again, one point of armor will make 50% of the missiles survive, thus greatly increasing the results.

As a matter of note, Armor is better than ECm at start, but becomes worse once you get some serious ecm tech.
If the enemy only has a low ecm level, say, 4 levels lower than you, which is indeed a technical advantage, you can reduce the enemies hitrate/missile range by roughly would your armor would do versus point defence, while also working versus stronger weapons.
An ECM advantage, and be it just 20%, will work fine versus mesons, Laser, allround Missiles, and might end up denying the enemy an extra salvo of Anti-Missiles.
Armor on Missiles does never improve with tech.