Posted by: LtWarhound
« on: May 02, 2011, 02:51:13 PM »Quote from: Thiosk link=topic=3365. msg34408#msg34408 date=1304230399
So its time to take the hurting to the precursors. First, the AMM suite: from early comments in this thread, chance to hit is key, and long-range is not necessarily important. So here we go:Code: [Select]Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 32
Speed: 45000 km/s Endurance: 1 minutes Range: 3.0m km
Cost Per Missile: 1.55
Chance to Hit: 1k km/s 1440% 3k km/s 480% 5k km/s 288% 10k km/s 144%
Materials Required: 0.25x Tritanium 1.044x Gallicite Fuel x25
Looks solid. The only thing I might mention is that hit is still the most important, but that speed is also important. The faster the AMM, the sooner it reaches the target, giving you more time for followup salvos as needed. Just something to consider for future missiles, 45k is fine. 3m range is fine.
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Now lets talk antiship missiles. Size 6 for my first iteration, mostly because I felt the yield and speed of the size 4 version were insufficient. Since these are big one, I added a hair of armor (0. 2 MSP). Don't have practical information about whether that will be valuable or not.Code: [Select]Missile Size: 6 MSP (0.3 HS) Warhead: 4 Armour: 0.2 Manoeuvre Rating: 17
Speed: 55000 km/s Endurance: 15 minutes Range: 50.0m km
Cost Per Missile: 6.725
Chance to Hit: 1k km/s 935% 3k km/s 306% 5k km/s 187% 10k km/s 93.5%
Materials Required: 1.05x Tritanium 6.37x Gallicite Fuel x2500
The thing I'd change is the speed. Chop it to extend the range. With 50mkm range, you are going to be pounded on by the advanced NPRs/Precursors. I tried a missile like this, and the fleet had to advance through 40mkm underfire while unable to fight back. Its a lot nicer when its the other way around.
My second generation design is a two stage size 5 missile designed to go 136mkm, then the two sprint mode submunitions separate, total damage 7. The bus has lousy chances to hit (slow speed&long range), but the submunitions (high speed&short range) have no problems hitting. Its almost funny, the submunitions tend to hammer the NPR to the point it slows down enough its an easy target for the bus. Having three separate targets per launch tends to play hell with point defense. Even the times when the NPR had two cruisers throwing out 162 AMM per salvo.
Code: [Select]
The Bus:
Missile Size: 5 MSP (0.25 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 10
Speed: 18000 km/s Endurance: 127 minutes Range: 136.8m km
Cost Per Missile: 4.3282
Second Stage: g1 SBM S1 R1.3mkm W3 AS1.5mkm x2
Second Stage Separation Range: 150,000 km
Overall Endurance: 2 hours Overall Range: 138.1m km
Chance to Hit: 1k km/s 180% 3k km/s 60% 5k km/s 36% 10k km/s 18%
Materials Required: 1.75x Tritanium 0.0316x Uridium 1.8166x Gallicite Fuel x4750
Code: [Select]
The Submunition:
Missile Size: 1 MSP (0.05 HS) Warhead: 3 Armour: 0 Manoeuvre Rating: 18
Speed: 28000 km/s Endurance: 1 minutes Range: 1.8m km
Active Sensor Strength: 0.0158 Resolution: 10 Maximum Range: 1,580 km
Cost Per Missile: 1.4325
Chance to Hit: 1k km/s 504% 3k km/s 162% 5k km/s 100.8% 10k km/s 50.4%
Materials Required: 0.75x Tritanium 0.0158x Uridium 0.4167x Gallicite Fuel x12.5
These are the missile I've been using for too long, gonna be replacing them once I've finished researching the next level of drives. They have been effective enough I haven't felt the need to upgrade them, but I've gotten advances in speed, warhead strength, sensors, armor, . . . hell, in everything, at least one or two levels, so its time to do some redesigns. Maybe I can stop relying on a fleet doctrine of "quantity has a quality all of its own".
Oh, and assume the NPRs have ECM, there is a reason the S5 missile goes 130+mkm and the FC used with it has a 200mkm res 100 lockon.