The main problem is that railguns are throttled badly by capacitor tech while small lasers with equivalent damage-per-shot aren't.
A 15cm/c5 railgun is similar to 2 10cm/c3 lasers in size and output, more expensive to build and especially to research.
A 15cm/c10 railgun does the job of 4 such lasers, worth the higher price because it is much more compact. If we have a need for such a weapon at this tech level.
Similar comparisons apply at larger sizes, and 50cm railguns are particularly bad at sustained damage output because they can never fire faster than once every 3 ticks.
The largest railguns our capacitors can handle are attractive dual purpose weapons on fast ships that don't need turrets. . . but how much are we willing to invest into such a limited and inflexible tech line? Low-tech 10cm railguns will do for point defence, and midsize lasers can match our maximum fire control range while still being adequate at area defence.
The main problem is that railguns are throttled badly by capacitor tech while small lasers with equivalent damage-per-shot aren't.
A 15cm/c5 railgun is similar to 2 10cm/c3 lasers in size and output, more expensive to build and especially to research.
A 15cm/c10 railgun does the job of 4 such lasers, worth the higher price because it is much more compact. If we have a need for such a weapon at this tech level.
Similar comparisons apply at larger sizes, and 50cm railguns are particularly bad at sustained damage output because they can never fire faster than once every 3 ticks.
The largest railguns our capacitors can handle are attractive dual purpose weapons on fast ships that don't need turrets... but how much are we willing to invest into such a limited and inflexible tech line? Low-tech 10cm railguns will do for point defence, and midsize lasers can match our maximum fire control range while still being adequate at area defence.
I'm confused about a term, so when someone refers to a beam weapon are they referring to a laser based beam or both a laser beam and a projectile?All non missile weapons are considered "beam weapons".
@Iranon
I don't get your point. Why are you comparing smaller lasers to larger railguns. They both start at the same focal size/caliber size. So why are you comparing 2 lasers to 1 railgun?
12cm Railgun > 12cm laser. By 1/3. That is fact. They are the same size, railgun has slightly more power consumption. And that is it. 20 cm laser at capacitor 4 or 5 tech, is just as bad as a railgun 20cm. So there is no point in saying 'a larger railgun is worse at this capacitor tech, than a laser at that one'.
By your train of thought, when you call my very logical calculation 'wrong and irrelevant in terms of optimization', to you this statement is correct:Inappropriate self-aggrandisement, and the introduction to a strawman.
A 30cm c6 laser, that has damage output 24 and ROF 20, is better than 2 12 cm railguns with ROF 5 and damage output of 4x2. Because that is simply not true. Damage per tick of laser is 6, and the railgun have 16.Not at all. They do something different. The laser has range, penetration and single shot damage. The railguns have number of shots, and also damage output... not least because they are matched by an appropriate capacitor, the importance of which I've been trying to point out the entire time.
So no, you cannot compare arbitrarily rapid fire weapons with one slow slug-thrower.Your example contained incomparables. Comparing space/build/research costs between setups with the same damage per shot, where the main difference is 4 shots every 10s to 2 shots every 5s, is much less problematic. Granted: The former is better at final fire and is 1/4 of a turn ahead on average (1/2 of a turn's output on odd turns if both start firing at the same time). These advantages can be quite expensive though.
Ton for ton, railguns are better at effective ranges than lasers.Assertion with no basis in fact. Effective range depends on doctrine and needs to take into account weapon, fire control and possibly defences of both combatants.
Lasers will undoubtedly output more damage at the max range of a railgun, but that is hardly relevant.Not what I have been focusing on. I've been explicitly comparing laser setups that are similar in effect to railguns with regard to volume of fire and firing range. That the laser line also gives you access to long-range heavy artillery is a bonus.
If you have the speed to catch up to someone to shoot him with lasers, then you have the speed to close in and shoot the railguns effectively. That is optimization. There is no reason to go the less effective route of lasers if your ship is fast enough to field railguns.You neglect that a single ship that outranges and outruns the opponent can score flawless victories... but again, that is something entirely different. I'm not arguing that you always need snipers instead of brawlers, I'm pointing out that you can make better brawlers with tech you consider sniper-only.
I don't get why the options for your rail-guns are so limited. Like why can lasers be spinal and turret mounted but not rails? Is there some scientific reason to it? Cause I doubt the dev cares much for balance.Rails are not turreted because of balance reasons comparing to gauss cannons. However Steve is working on Spinal versions for some of the other beam weapons (rails, etc).
Indeed, I think personally, you can basically disregard railgun tech between the 20 to 30cm range. 35 cm railguns, no matter how fast they reload, have a massive chance to do shock damage PER shot. That's pretty massive.
T R L D CD A
1 1 0.47 -0.53 -0.53 -0.53
2 1 0.93 -0.07 -0.60 -0.3
3 1 1.40 0.40 -0.20 -0.07
4 2 1.87 -0.13 -0.33 -0.08
5 2 2.33 0.33 0 0
6 2 2.80 0.80 0.8 0.13
7 3 3.27 0.27 1.27 0.18
T R D CD A
1 1 -0.28 -0.28 -0.28
2 1 0.18 -0.10 -0.05
3 1 0.65 0.55 0.183
4 2 0.12 0.62 0.16
5 2 0.58 1.20 0.24
6 2 1.05 2.25 0.38
7 3 0.52 2.77 0.40
ROF8 Gauss Cannon x4 = Kill everything. Ok? Doesn't get simpler than that. You put a ship with two of these, next to another hostile ship, and in 30 seconds, no more hostile ship. Now imagine this: Imagine the hostile ship was hit twice by a laser, that removed some of the armor. Now you don't need 30 seconds, now you need 15. Why? Because the GC, with it's huge volume of fire, will hit internals very very often now.I already mentioned the effect. I think very highly of 15cm lasers paired with 10cm railguns.
Now you plug ECM into a ship, say ECM 80, and the laser has a 20 percent chance to hit. Railguns have 4 shots, at 20 percent.Does this change anything of relevance? Sure, the railgun only has a 41% chance of missing entirely, but the important metric - expected damage - is reduced to 20% in either case.