Author Topic: Very first military ships  (Read 3829 times)

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Offline Charlie Beeler

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Re: Very first military ships
« Reply #15 on: April 07, 2011, 07:53:27 PM »
Not to nit-pick, but don't discount agility. With relatively low tech you should be able to get a counter-missile's MR up to ~20 without sacrificing too much speed. Its intercept percentages will go way up. On an anti-ship missile the disadvantage of agility is that it lowers the missile speed and thus increases the chances it will be intercepted, but AMMs aren't going to be fired at.

I set up AMMs with 1 WH, fuel for 2.5mkm, and the rest engines.  Then I reduce the engines and increase agility until the to-hit chance stops going up.  It's quite a significant increase over the no-agility design.

Yes agility is important.  Note that post was made as a starting formula, not hard and fast rule.  Also not that it ended with adjusting based on techology availablity, and missile agility is tech research item.  Not everyone researches that tech line to full advantage.

My wording of that section would have served better to stipulate the remaining msp be used for engine and agility with a heavy bias to engine for a maximum intercept chance.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline ZimRathbone

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Re: Very first military ships
« Reply #16 on: April 08, 2011, 08:30:51 AM »
This is a fleet formula that has done well for me for a fleet that is dominated by offensive missile use.  For the most part I use it as a benchmark when someone posts designs for analysis.

Missile fire control at res 1 for max range of AMM/CM.  1 fire control per 5 launchers.  1 active search sensor that matches the fire control.

I use a pretty similar design strategy with the exception of the numbers of f/c for AMM escorts - I find 1 per 10 more than adequate until you reach reload rate 6 (which is when size 1 launchers fire every 5 secs).  For anti fighter/ anti gunboat roles however 1 per 5 is a good number
Slàinte,

Mike
 

Offline PandaQ (OP)

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Re: Very first military ships
« Reply #17 on: April 08, 2011, 11:47:37 PM »
I've gotten two groups together and gone back to attack.   My first small skirmish went well, against 2 small 6k ships.   My current problem is 4 1k ships closing in on my task group that i can't target yet since they are not in range of my missile fire command.   Any suggestions for an anti fighter ship/missile?


Edit: Thanks for the extra armor suggestions, which i followed.  The gunboats rammed my ships but didn't cause actual damage beside destroying one engine and weakening my armor some
« Last Edit: April 09, 2011, 12:03:07 AM by PandaQ »
 

Online Andrew

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Re: Very first military ships
« Reply #18 on: April 09, 2011, 06:32:40 AM »
If Fighters and FAC's get in close your AMM's work well. Otherwise get a resolution 20 sensor and use wither your regular ASM's or missiles with a warhead of 3 and higher speed and agility