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Topic Summary

Posted by: 83athom
« on: August 30, 2015, 09:25:03 PM »

Size 1 for AMMs, AFMs, and short ranged swarm missiles used in some of my MIRVs and mines.
Size 3-4 is usually general purpose to be used against lighter enemies around frigate size. Usually standard on most ships (including fighters and gunships).
Size 5-6 is also a general purpose that would be used against all enemy warships and stations. This is on many of my ships of frigate+ save a few exceptions.
Size 15(+/- some) is where most of my specialty anti-ship ordinance is. I have slow/long-range torpedoes, short-range/fast heavy missiles, MIRVs, and mines. These are put on my bombers, destroyers, some cruisers, and my capital ships (battleships, dreadnoughts, etc.). The mines are usually placed around JPs, LPs, colonies, deep-space stations and everywhere within choke-point systems. A fun way to use mines during an enemy assault of your space is to use a stealth minelayer and mine along(and around) your enemy's line of travel so they will always encounter more mines.
Posted by: Arwyn
« on: August 29, 2015, 09:05:36 PM »

Size 1 for AMM

Majority of the time, 4-6 for my standard missile series.
Size 8 for larger missiles.
Size 18 for Heavies and Mines.

I try to keep things standardized to ease the (very real) burden on the logistical infrastructure. Having lesser numbers of missile series/standardized launchers helps. I used to mix them up more, but the logistical nightmare that gave me convinced me that multiple missile sizes in the fleet constitutes a Really Bad Idea. Modern world navies standardize their weapon platforms for this exact reason!

Standard missiles go on everything. Ships, fighters, FACs, you name it. I usually have one primary ASM series, a second "sprint" series for short ranged combatants with limited sensors (fighters, mines, ect), and usually a series with Thermal based sensors. They make for great mine/mirv warhead missiles and for surprise attacks. :)

Size 8s go on PDC's and big ships for long range hitting power. I do build some Size 8 launcher armed FAC's for one shot punch squadrons occasionally. Very long range, very heavy warhead, armored as well.

Size 18 goes for mine layers (captor mines) with very slow rates of reload, or Box Launched BIG Missiles. Size 18s are usually where I have multi-role missile designs. Tend to be MIRV designs, slow, long range, and fitted with two or three submunitions.
Posted by: Bremen
« on: August 29, 2015, 01:25:57 PM »

I usually use size 6. It's the largest missile size that still hits the minimum sensor resolution, so it seems like a natural cutoff point.

On the other hand, it's also just a shade too small to make a practical MIRV. So I would consider running a size 10-12 missile fleet and making more use of those.
Posted by: amimai
« on: August 29, 2015, 12:34:35 PM »

For me i use almost exclusively size 1-2 missiles for magazine enabled designs for long haul fights

on occasions I will use more complicated MIRV type nukes with massive warheads for things like super long range (1b km+) and (short range 2-5mkm) Ship killers but these are almost exclusively mounted on box launchers (10-25msp)

but on the whole I launch 1000 1-2 size missiles for every one fat man i use
Posted by: GreatTuna
« on: August 29, 2015, 12:06:46 PM »

While we're on the topic of MIRV's, do the submunitions actually need to have onboard sensors to work or do they just auto-target whatever the original missile was fired at? I had an idea a while back for making what were effectively "shotgun cartridges" in which the first missile stage would have absolutely nothing and would just spew the submunitions immediately after launch. I'm also not sure what would happen to the discarded shell in that case - does it disappear or just float around for eternity?
No, they don't, they lock on whatever target the main missile was aimed at.
The main missile will go for intended target and try to hit it after releasing submunitions.
Posted by: Viridia
« on: August 29, 2015, 10:50:28 AM »

In the revived Cold War-esque game, size 2 for anti-fighter work, size 6 for bombers and early warships to carry. I'll probably keep the size 2 and 6 for my fighters/bombers respectively, but ships will climb higher as necessary. Not a fan of the idea of spamming hundreds of AMM's to attack, even if it did give me an idea for a story in my head. :P

For the Struggle of Survival campaign I'm trying to keep it low tech for now, with size 2 missiles being the only missiles seen as necessary in-character.
Posted by: sneer
« on: August 29, 2015, 09:08:51 AM »

for me standard size is 4-5  , short range (50-120 mil ) high speed high warhead
in last game I experiment into strengthtening dense size 5 salvo with size 15 of same range and speed to achieve maximum shock  effect and it works as planned
Posted by: AL
« on: August 29, 2015, 08:22:11 AM »

While we're on the topic of MIRV's, do the submunitions actually need to have onboard sensors to work or do they just auto-target whatever the original missile was fired at? I had an idea a while back for making what were effectively "shotgun cartridges" in which the first missile stage would have absolutely nothing and would just spew the submunitions immediately after launch. I'm also not sure what would happen to the discarded shell in that case - does it disappear or just float around for eternity?
Posted by: TheDeadlyShoe
« on: August 29, 2015, 08:13:41 AM »

lately i've been running size 7-10 missiles for primary ASM armament.  I think the tiny missiles are a little sploity, so I don't use em.  I also like the earth shattering kabooms on the big missiles, and the relative ease of fitting sensors and long range is nice to have.

I've also been experimenting with AMM-MIRV variants of ASMs for burst defence capability, but have yet to use them in actual combat.  I'm not sure if they'll actually work xD
Posted by: Ostia
« on: August 29, 2015, 06:52:17 AM »

I usually field Size 5 Missiles. Thats the point for me where i can get everything into a small package without missing anything and still be able to fire them in reasonable intervals..
Posted by: GreatTuna
« on: August 29, 2015, 04:39:22 AM »

Size 1, size 5, size 6, size 24, size 40 and size 50... Hm, where should I put the vote?

I use a lot of different missiles. Size 1, of course, makes a good spam weapon, size 5 is the mainest of main calibers, size 6 for long-range missiles, 24 for MIRVs\torpedoes, sz40 is for heavy torpedoes, and 50 is for mines.

Of course, since my modus operandi is "speed is everything" I tend to have rather short-ranged missiles. They do have good speed and to-hit chance though, and I have specialized LR missiles\MIRVs\torpedoes when I need them.
Posted by: Iranon
« on: August 29, 2015, 04:23:33 AM »

Size 1 and Size 6 typically.

Size 1, to overwhelm point defence and because they are adequate AMMs in a pinch (although I have a separate design for that).
Size 6, because that seems a good compromise (can get adequate range or some electronics without undue concessions, doesn't overburden a small fighter, sensor footprint)

I general, I try to keep ordnance interchangeable. Instead of scaling up with craft size, I will issue different versions (e.g. ships may get long-range variants where fighters get high-yield variants)
Posted by: sublight
« on: August 28, 2015, 08:46:29 PM »

My missiles typically come in two sizes: Size 3-4 (short range) or size 6-7 (long range).

My short ranged missiles are about as small as I can go with a WH4 at default starting tech and they stay the same size as tech improves for backward compatibility with legacy launchers. However, I usually find this size is fuel-limited rather than sensor-limited on range and design a larger more efficient long-range missile for capitol ships and PDCs.
Posted by: canshow
« on: August 28, 2015, 08:26:37 PM »

Size 18. They do about 56 damage a piece.

Mine go super fast with decent agility so I don't need to worry about spamming 200 missile launchers at a single target to get though PD. Even Invaders haven't been able to stop a full salvo from a small amount of launchers.

They are close range missiles though (125m km), so I will need to make adjustments to fuel capacity and ECCM capabilities.

I'm relatively inexperienced at designing in Aurora so I have a long way to go to maximize efficiency and reduce size.
Posted by: joeclark77
« on: August 28, 2015, 07:10:29 PM »

Size 4.  I like to start with a WH9 missile and increase the damage as my technology improves.