Author Topic: Missile + (Beam) Fighter Combined Arms - Theorycrafting  (Read 3107 times)

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Offline Potat999 (OP)

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Missile + (Beam) Fighter Combined Arms - Theorycrafting
« on: December 16, 2020, 02:51:46 AM »
I have a dream. 

A dream of a perfect time on target missile and fighter strike, where in one tick my foes scope goes from showing approaching fighters just outside their AMM/PD range to suddenly showing a wave of missiles just ahead of the fighters as the fighters enter PD range. 

I have a sneaking suspicion this dream is a fantasy which would require more micromanagement than I can be arsed to do, but - I'd like to entertain it for a bit.

Apologies in advance - I'm actually a noob so I'm kind of using you guys to bounce ideas off of, haha.  I don't add any specific ship examples here because I don't even have all of my shipyards built for this yet.   

I'm imagining a defense in depth combination of fighter carriers, missile destroyers/cruisers, and strong sensors (AWACS frigate? DSTS listening post?) and/or fighter scouting to ensure that foes are detected well outside of weapon range to allow for fighter & missile launch coordination.  Basic doctrine would be one decisive missile/fighter exchange while keeping the range open, and if the foe doesn't die - retreat and re-arm in the next system to try again if possible. 

Or die in a fire if the foe is faster than you and can see you once your magazines are dry- or they saw your capitals and launched something at you before you launched at all :).

Keeping both the carriers and the missile launch platforms dark and outside of enemy sensor range (possibly near an exfil JP, maybe not in the same spot) would be ideal - maybe even going so far as to use 2 stage guided missiles launched from beyond MFC range.  Fighters would be somewhat disposable if things go tits up, with spares banked in fall back systems.  Capital ships might utilize thermal masked drives and run slow & silent without shields/active sensors - since in theory other sensor assets would be keeping the foe locked up.   

This sounds great in theory - but I suspect against a higher tech foe or just one with a different doctrine than expected (FACs? Super heavy PD? Cloak?) this will fall apart pretty quickly, haha.  Please poke holes in it.

In such a doctrine - would one weapon system be the primary damage dealer and the other chaff?  Or could both fighters and missiles be credible threats?


Strategy Idea #1

Fighters with PD weapons (gauss/rails?) arriving at the same time as a large barrage of expensive, high damage missiles (size >=10? with ECM/seekers?).  Fighters intended to draw fire and shoot down AMMs to improve the success rate of the missile barrage.  Fighters would presumably try to stay out of effective beam PD range and run the heck away between volleys to return for the next one -if they could survive the AMM fire themselves.  Sporadic engagements over a few hours as big low ROF volleys roll in from extreme range.  If the fighters live to the last volley and the foe still isn't dead they might try to close to shooting range as the last volley goes in or ram for great justice - or fall back to carriers if there is time and the carriers aren't under threat. 

In what I consider 'traditional' missile warfare (I've read too much Honor Harrington), volley weight is king.  With this idea, I play into this doctrine and tried to work in fighters sort of how the RMN uses Ghost Rider jamming missiles to get more shots through- but I am not sure if they are really adding to the strategy or just distracting resources better spent on more throw weight and better missile tech. 



Strategy Idea #2

Fighters with anti-ship beam weapons arriving under the cover of a sleet of small (size <=6?), high ROF missiles intended to overwhelm PD, draw fire from the fighters, and sandpaper away armor.  Basically the missiles size needs to allow for fast ROF to keep missiles in PD range at all times.  I'm not picking size 6 specifically for the detection range - just want to keep the ROF up and the launcher size down so the volley weight can still be semi-decent compared to the previous massed volley of slow launchers case, while allowing more range than AMM spam. 

Not quite sure what beam weapon would be ideal on the fighter, maybe it depends on tech level.  Probably not mesons - I want to capitalize on the missiles ripping off hunks of armor, hopefully leaving some thin spots for the fighters to throw lucky punches into.  Gauss DPS is tempting at high tech even with no pen, maybe rails at low?  Or carronades for maximum boom.

A reduced size laser might allow for a lucky armor pen through roughed up armor, and potentially allow a standoff beyond the foe's effective beam PD range (?), but the ROF/DPS would be poor without a high recharge tech. 

This strategy is sort of the opposite of the first one- we are trying to use missiles to extend the lifetime of the fighter.

This strategy of maximum mayhem deciding the battle in a mad minute magazine dump really appeals to me, both personally and as a potential RP doctrine for a race.  I like the excuse to use the max ROF launchers instead of minimum size/box launchers. 



QOL Idea) Roughly speed match fighters and missiles to make the timing less of a PITA might be helpful, assuming the fighters start their attack run near the launcher fleet or between them and the foe. If the magazines are deep enough your fighters can be a bit slower and still arrive before the last volley enters PD range.  Say 15 volleys over 150s with a 1000s flight time, your fighters could be ~10% slower and still have 50s to pew pew before they are out of cover.  If you find fighters actually live that entire time, you could stagger your launches in the next engagement to get more cover time at a cost of some cover weight - a ragged salvo might actually be advantageous here. 

If your fighters are noticeably slower you could start delaying the launch to give the fighters a head start - but then you have to start doing MATHS, booo.  Not that a few seconds of relative closure distance crunching is that big an issue in a game where you have to micromanage every missile launch I suppose. It does add a safety factor if your target does an abrupt about face and messes up your maths tho, that could be a major issue with a big speed differential.   

Also - slower missile = bigger warhead, woooo - no maths and big boom! 

This might also allow you to use this missile + fighter combo more offensively as it is less scouting and timing finesse dependent to get the arrival times just so - armor up some big fat carriers and missile cruisers and squadron jump right into a hot zone, start burping missiles and fighters at whoever is closest as jump shock wears off, don't worry about synchronous arrivals it's baked in. I suppose you could load up an initial salvo of missiles with on-board sensors for belching out just after transition as well. 

I'm trying to think of ways to make this work if at a tech disadvantage - specifically for a conventional start.   

If you are outranged, I suppose you could make this work with silly slow long range missiles, but the missiles would start to become a joke, and against ECM you might not even be able to lock without an overbuilt sensor.  Still could work if fighters are your main DPS... assuming the foe bothers to put any PD on your missiles, and the missiles are still faster than their ships. 

You could also look at 2 stage missiles, but then the ROF would drop a lot with the bigger size - might work for idea #1. 

You could potentially sneak small ships inside the foes max range to launch your own missiles first, maybe small FACs or 3-4K ton Missile Frigates would be viable.  At some point this stops being missiles + fighters and just devolves to fighters with missiles which I would argue is a different thing. 

If you do a conventional start and your foes ships of the line are faster than your fighters I think you are just hosed? 

Thoughts?

A few questions:

Q1) I assume people have done some variations on this previously?  Any threads I should look at for ideas? 

Q2) Are there any quirks of NPR behavior (e.g. AI PD always prioritizes fighters or missiles) which would make such a tactic broken (nonviable or exploit-y) in some way against AI? 

Q3) MFC's don't create a signature, right?  Or will they light up the threat board, so to speak?  I assume if I want to avoid self-guiding missile mishaps (entire volleys launched into the void) I can put a really honking large MFC on my cruisers and active sensors on fighter or a fast frigate/FAC for initial lock without giving away the cruiser's position? 

Q4) Would there be some important tech level threshold which would be required to make this viable, or a tech differential that puts the kibosh on it?  Does this only really work with tech parity? 

Q5) Are there some other major limitations to this strategy I'm totally forgetting in my broad strokes theory crafting? 

Q6) Is this just a boondoggle of micro, expensive (and maybe suboptimal) missiles and fighters, dual tech trees, dual ordinance and fighter factories, shipyards, etc. which could break down tragically if I make a silly error, and I would be better served by just throwing more missiles, more fighters, and/or putting missiles on my fighters? 
« Last Edit: December 16, 2020, 03:09:36 AM by Potat999 »
 

Offline liveware

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #1 on: December 16, 2020, 12:16:02 PM »
Apologies from the outset for what will be a lengthy post. I have recently been testing a carrier doctrine involving a combination of beam fighters, beam corvettes, and missile fighters. My main motivation was to come up with a combined-arms strike force capable of long cruising range, moderate MSP requirements, and high alpha-strike firepower. Basically, the idea is to keep the carriers out of sensor range while their parasites close and eliminate the target in a single overwhelming strike, with the corvettes being capable of taking out any survivors from the missile strike. Designs are for Magneto-Plasma era drive tech (though I've been iterating on the same basic designs since NP era drive tech) and I hope they will give you some ideas on the limitations of beam fighters. I've used these designs in combat against similar teched NPRs with reasonable success, and I've been keeping my border colonies secure with just a handful of carrier strike groups. Designs are as follows:

Carrier
Quote
Essex V class Carrier      30,000 tons       479 Crew       3,376.8 BP       TCS 600    TH 960    EM 0
1600 km/s      Armour 6-86       Shields 0-0       HTK 188      Sensors 11/11/0/0      DCR 30      PPV 0
Maint Life 5.00 Years     MSP 3,030    AFR 240%    IFR 3.3%    1YR 202    5YR 3,032    Max Repair 120 MSP
Hangar Deck Capacity 15,000 tons     
Commander    Control Rating 3   BRG   AUX   PFC   
Intended Deployment Time: 36 months    Flight Crew Berths 300    Morale Check Required   

UNRC Commercial Magneto-plasma Drive  EP480.00 (2)    Power 960    Fuel Use 4.33%    Signature 480    Explosion 5%
Fuel Capacity 1,159,000 Litres    Range 160.6 billion km (1161 days at full power)

UNRC M2L Missile Detection Gravimeter (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
UNRC M2L Small Craft Detection Gravimeter (1)     GPS 420     Range 23.3m km    Resolution 20
UNRC M2L Long Range Gravimeter (1)     GPS 10500     Range 68.1m km    Resolution 500
UNRC M2L Ship Detection Gravimeter (1)     GPS 2100     Range 39.8m km    Resolution 100
UNRC M2L Thermal Emission Detector (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
UNRC M2L Electromagnetic Wave Detector (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Strike Carrier
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Lexington IV class Strike Carrier      10,000 tons       161 Crew       1,052.4 BP       TCS 200    TH 480    EM 0
2400 km/s      Armour 4-41       Shields 0-0       HTK 59      Sensors 5/5/0/0      DCR 10      PPV 0
Maint Life 4.70 Years     MSP 897    AFR 80%    IFR 1.1%    1YR 67    5YR 998    Max Repair 120 MSP
Hangar Deck Capacity 3,000 tons     Magazine 300   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 36 months    Flight Crew Berths 60    Morale Check Required   

UNRC Commercial Magneto-plasma Drive  EP480.00 (1)    Power 480    Fuel Use 4.33%    Signature 480    Explosion 5%
Fuel Capacity 500,000 Litres    Range 207.8 billion km (1002 days at full power)

S5 M4 Guided Missile (50)    Speed: 40,000 km/s    End: 3.4m     Range: 8.2m km    WH: 16    Size: 5    TH: 173/104/52
S1 M4 Scout Drone (5)    Speed: 1,000 km/s    End: 862.3d     Range: 74,505.6m km    WH: 0    Size: 1    TH: 3/2/1
S1 M4 Surveillance Drone (5)    Speed: 600 km/s    End: 591.4d     Range: 30,657.3m km    WH: 0    Size: 1    TH: 2/1/0

UNRC M2M Ship Detection Gravimeter (1)     GPS 1050     Range 28.1m km    Resolution 100
UNRC M2M Missile Detection Gravimeter (1)     GPS 11     Range 6.1m km    MCR 545.7k km    Resolution 1
UNRC M2M Small Craft Detection Gravimeter (1)     GPS 210     Range 16.5m km    Resolution 20
UNRC M2M Long Range Gravimeter (1)     GPS 5250     Range 48.1m km    Resolution 500
UNRC M2M Thermal Emission Detector (1)     Sensitivity 5.5     Detect Sig Strength 1000:  18.5m km
UNRC M2M Electromagnetic Wave Detector (1)     Sensitivity 5.5     Detect Sig Strength 1000:  18.5m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Corvette (Spinal Laser)
Quote
Rapier VI class Corvette      3,000 tons       121 Crew       792.9 BP       TCS 60    TH 607    EM 600
10113 km/s      Armour 4-18       Shields 20-300       HTK 18      Sensors 1/1/0/0      DCR 10      PPV 10
Maint Life 0.57 Years     MSP 460    AFR 600%    IFR 8.3%    1YR 810    5YR 12,145    Max Repair 303.4 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP606.80 (1)    Power 606.8    Fuel Use 265.43%    Signature 606.8    Explosion 20%
Fuel Capacity 48,000 Litres    Range 1.08 billion km (29 hours at full power)
UNRC Gamma S20 / R300 Shields (1)     Recharge Time 300 seconds (0.1 per second)

UNRC 312.5mm C5SM Soft X-ray Laser (1)    Range 256,000km     TS: 10,113 km/s     Power 26-5     RM 60,000 km    ROF 30       
UNRC Beam Fire Control R256-TS10000 (1)     Max Range: 256,000 km   TS: 10,000 km/s     96 92 88 84 80 77 73 69 65 61
UNRC Stellarator Fusion Reactor R5-PB30 (1)     Total Power Output 5    Exp 15%

UNRC M2XS Small Craft Detection Gravimeter (1)     GPS 42     Range 7.4m km    Resolution 20
UNRC M2XS Thermal Emission Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km
UNRC M2XS Electromagnetic Wave Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Corvette Leader (Large Non-Spinal Laser)
Quote
Gladius IV class Corvette Leader      3,000 tons       117 Crew       771.5 BP       TCS 60    TH 607    EM 780
10113 km/s      Armour 4-18       Shields 26-325       HTK 18      Sensors 1/1/0/0      DCR 10      PPV 8
Maint Life 0.44 Years     MSP 340    AFR 600%    IFR 8.3%    1YR 774    5YR 11,612    Max Repair 303.4 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP606.80 (1)    Power 606.8    Fuel Use 265.43%    Signature 606.8    Explosion 20%
Fuel Capacity 51,000 Litres    Range 1.15 billion km (31 hours at full power)
UNRC Gamma S26 / R325 Shields (1)     Recharge Time 325 seconds (0.1 per second)

UNRC 250mm C5 Soft X-ray Laser (1)    Range 256,000km     TS: 10,113 km/s     Power 16-5     RM 60,000 km    ROF 20       
UNRC Beam Fire Control R256-TS10000 (1)     Max Range: 256,000 km   TS: 10,000 km/s     96 92 88 84 80 77 73 69 65 61
UNRC Stellarator Fusion Reactor R5 (1)     Total Power Output 5    Exp 5%

UNRC M2XS Missile Detection Gravimeter (1)     GPS 3     Range 2.7m km    MCR 244k km    Resolution 1
UNRC M2XS Ship Detection Gravimeter (1)     GPS 210     Range 12.6m km    Resolution 100
UNRC M2XS Small Craft Detection Gravimeter (1)     GPS 42     Range 7.4m km    Resolution 20
UNRC M2XS Electromagnetic Wave Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km
UNRC M2XS Thermal Emission Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Point Defense Corvette
Quote
Pavise III class Point Defence Corvette      3,000 tons       101 Crew       665.2 BP       TCS 60    TH 607    EM 360
10113 km/s      Armour 4-18       Shields 12-257       HTK 15      Sensors 1/1/0/0      DCR 10      PPV 15.46
Maint Life 0.68 Years     MSP 520    AFR 600%    IFR 8.3%    1YR 765    5YR 11,474    Max Repair 303.4 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP606.80 (1)    Power 606.8    Fuel Use 265.43%    Signature 606.8    Explosion 20%
Fuel Capacity 48,000 Litres    Range 1.08 billion km (29 hours at full power)
UNRC Gamma S12 / R257 Shields (1)     Recharge Time 257 seconds (0 per second)

UNRC Twin M1 20mm Particle Accelerator Cannon Turret (1x8)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
UNRC Beam Fire Control R64-TS20000 (1)     Max Range: 64,000 km   TS: 20,000 km/s     84 69 53 38 22 6 0 0 0 0

UNRC M2S Small Craft Detection Gravimeter (1)     GPS 84     Range 10.4m km    Resolution 20
UNRC M2S Missile Detection Gravimeter (1)     GPS 5     Range 3.8m km    MCR 345.1k km    Resolution 1
UNRC M2XS Thermal Emission Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km
UNRC M2XS Electromagnetic Wave Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Strike Bomber
Quote
SB-4 class Strike Bomber      100 tons       1 Crew       21.1 BP       TCS 2    TH 20    EM 0
10000 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.75
Maint Life 8.64 Years     MSP 20    AFR 20%    IFR 0.3%    1YR 0    5YR 7    Max Repair 12 MSP
Magazine 5   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP20.00 (1)    Power 20    Fuel Use 2651.65%    Signature 20    Explosion 25%
Fuel Capacity 15,000 Litres    Range 1.02 billion km (28 hours at full power)

UNRC S5 External Ordnance Rack (1)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
UNRC M2 Strike Bomber Targeting Computer (1)     Range 8.6m km    Resolution 4
S5 M4 Guided Missile (1)    Speed: 40,000 km/s    End: 3.4m     Range: 8.2m km    WH: 16    Size: 5    TH: 173/104/52

UNRC M2XS Ship Detection Gravimeter (1)     GPS 210     Range 12.6m km    Resolution 100

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction

Laser Interceptor
Quote
I-2 class Interceptor      250 tons       12 Crew       79.6 BP       TCS 5    TH 60    EM 0
12038 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 2
Maint Life 3.03 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 7    5YR 98    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP60.00 (1)    Power 60    Fuel Use 1530.93%    Signature 60    Explosion 25%
Fuel Capacity 7,000 Litres    Range 0.33 billion km (7 hours at full power)

UNRC 100mm C0.25 Soft X-ray Laser (1)    Range 12,800km     TS: 12,038 km/s     Power 3-0.25     RM 60,000 km    ROF 60       
UNRC Beam Fire Control R13-TS12000 (1)     Max Range: 12,800 km   TS: 12,000 km/s     22 0 0 0 0 0 0 0 0 0
UNRC Stellarator Fusion Reactor R3-PB30 (1)     Total Power Output 3    Exp 15%

This design is classed as a Fighter for production, combat and planetary interaction

Gunship
Quote
G-5 class Gunship      250 tons       9 Crew       70.3 BP       TCS 5    TH 60    EM 0
12028 km/s      Armour 2-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 2
Maint Life 3.47 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 5    5YR 76    Max Repair 30 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP60.00 (1)    Power 60    Fuel Use 1530.93%    Signature 60    Explosion 25%
Fuel Capacity 17,000 Litres    Range 0.8 billion km (18 hours at full power)

UNRC M2G 20mm Particle Accelerator Cannon (1x5)    Range 12,800km     TS: 12,028 km/s     Accuracy Modifier 33.00%     RM 40,000 km    ROF 5       
UNRC Beam Fire Control R13-TS12000 (1)     Max Range: 12,800 km   TS: 12,000 km/s     22 0 0 0 0 0 0 0 0 0

UNRC M2XS Missile Detection Gravimeter (1)     GPS 3     Range 2.7m km    MCR 244k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction

Fast Scout
Quote
FSC-4 class Fast Scout      100 tons       1 Crew       30.6 BP       TCS 2    TH 20    EM 0
10000 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 2/2/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 1    5YR 10    Max Repair 12 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP20.00 (1)    Power 20    Fuel Use 2651.65%    Signature 20    Explosion 25%
Fuel Capacity 15,000 Litres    Range 1.02 billion km (28 hours at full power)

UNRC M2S Missile Detection Gravimeter (1)     GPS 5     Range 3.8m km    MCR 345.1k km    Resolution 1
UNRC M2S Ship Detection Gravimeter (1)     GPS 420     Range 17.8m km    Resolution 100
UNRC M2S Small Craft Detection Gravimeter (1)     GPS 84     Range 10.4m km    Resolution 20
UNRC M2S Electromagnetic Wave Detector (1)     Sensitivity 2.2     Detect Sig Strength 1000:  11.7m km
UNRC M2S Thermal Emission Detector (1)     Sensitivity 2.2     Detect Sig Strength 1000:  11.7m km

This design is classed as a Fighter for production, combat and planetary interaction

Stealth Scout
Quote
SS-2 class Stealth Scout      24 tons       1 Crew       8.8 BP       TCS 0    TH 0    EM 0
1019 km/s      Armour 1-0       Shields 0-0       HTK 1      Sensors 1/1/0/0      DCR 0      PPV 0
Maint Life 24.66 Years     MSP 20    AFR 5%    IFR 0.1%    1YR 0    5YR 1    Max Repair 12 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 8 months    Morale Check Required   

UNRC Magneto-plasma Drive  EP0.48 (1)    Power 0.5    Fuel Use 29.58%    Signature 0.240    Explosion 3%
Fuel Capacity 1,000 Litres    Range 25.8 billion km (293 days at full power)

UNRC M2XS Thermal Emission Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km
UNRC M2XS Electromagnetic Wave Detector (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km

This design is classed as a Fighter for production, combat and planetary interaction

Boarding Shuttle
Quote
BS-3 class Boarding Shuttle      250 tons       8 Crew       47.4 BP       TCS 5    TH 60    EM 0
12044 km/s      Armour 3-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 3.90 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 4    5YR 63    Max Repair 30 MSP
Troop Capacity 100 tons     Boarding Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

UNRC Magneto-plasma Drive  EP60.00 (1)    Power 60    Fuel Use 1530.93%    Signature 60    Explosion 25%
Fuel Capacity 11,000 Litres    Range 0.52 billion km (11 hours at full power)

This design is classed as a Fighter for production, combat and planetary interaction

Now, some notes on combat tactics:

A typical carrier strike group consists of 1x Essex and 1x Lexington class. Each Essex nominally carries 5x corvettes, typically 1x Gladius, 2x Rapiers, and 2x Pavises, swapping out Pavises for Rapiers against non-missile opponents. The Lexingtons carry a mix of Gunships, Interceptors, Strike Bombers, Scouts, and Boarding Shuttles depending on the situation, but are designed around providing a full loadout of 25x strike bombers with supporting scout craft capable of conducting 5x missile strike missions. The strike bombers typically rely on either the corvettes or their fast scouts for targeting (to my knowledge, missile fire controls do NOT cause any sort of sensor detection events).

In a typical strike mission, a scout craft or sensor buoy will detect a target and the carriers will close to about 400 million km. All corvettes and bombers are designed around a maximum engagement range of about 500 million km, which is well outside of most active sensor capabilities. Carriers are set with orders to maintain this distance from the target to the max extent practical. Bombers, corvettes, and fast scouts are typically launched together and close to target. Bombers fire first and then return to base with the fast scouts to rearm for possible future strikes while the corvettes continue to beam range. The corvettes close to beam firing range (~55k km) only as long as necessary to fire their lasers then retreat outside of beam range (~150k km). The Rapiers have a very potent alpha strike, and the Gladius's synchronize with the Rapiers every third shot. The corvettes continue hit and run strikes until targets are neutralized or the have taken enough damage to be driven into retreat. In most cases I've encountered so far, a single missile strike is all that is necessary to allow the laser corvettes to finish the fight (if the missile strike doesn't outright win the fight), however follow-up missile strikes remain a possibility and may help cover a retreat. Throughout all of this, the laser interceptors and gunships remain back with the carriers to provide protection against any FAC or bomber strikes. The carriers have pretty thick armor and can survive a few missile strikes each but posses no anti-missile capabilities aside from their fighter escorts and are not expected to remain in range of enemy weapons for long. So far, I haven't run into a situation where a carrier gets into firing range of an enemy ship so I assume the strike range of their parasite craft are adequate.

While coming up with the designs for these carriers and their parasites I discovered a few things about beam weapons. First, it is very difficult to mount a useful beam weapon on a fighter-sized ship, as most beam weapons start at about 100-150 tons (without engines or fire controls) and I prefer to keep fighter craft at size 250 tons or less. As a result, I shifted my focus to larger corvette-sized beam ships instead of my original goal of a gauss/laser fighters. I retained some gauss/laser fighters as a reserve carrier defense force but the main offensive force became the corvettes. This allowed for larger spinal mount lasers, which have proven to be extremely effective. I tested both large and small lasers during the earlier designs of the Rapier and Gladius and settled on a single large laser on each corvette instead of multiple smaller mounts as this allows for greater engagement range and fits better with the style of hit-and-run combat I was seeking with the corvettes. I also tested heavier armor on earlier designs (8 layers instead of the current 4) but ultimately decided that replacing 4 layers of armor with shield generators and better anti-missile defenses would provide better overall protection (and durability) than the larger armour belts could provide. Futhermore, compared to fighters the corvettes have a massive advantage in terms of survivability, being capable of surviving multiple missile and beam hits while a fighter can typically survive only a single hit.

In terms of my philosophy for the strike bombers, I sought as small a launch platform as possible in order to allow for the launch platform to evade detection and fire from shorter range, which allowed for larger engines and warheads on the missiles used as long range was not needed on the missiles. This also allowed for cheaper missiles. This has proved largely effective and I don't think I've lost a single bomber in combat (though I've lost several of my previous generation G-2 gauss fighters to missile strikes... small gauss cannons are really terrible unless you have an extremely large number of them available).

Anyway, that's what I've been up to recently in terms of combined beam/missile warfare. I haven't found the combat micro to be too overwhelming though it does require some planning and thought before committing to an engagement. However... much of Aurora is like that. The strike carriers in particular have been extremely useful in first contact scenarios, being capable of boarding unsuspecting targets via boarding shuttles and gaining valuable intelligence.
« Last Edit: December 16, 2020, 12:24:43 PM by liveware »
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Offline Potat999 (OP)

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #2 on: December 16, 2020, 02:06:42 PM »
Thanks liveware.  That's helpful - your tactic is sort of a mirror image of my idea with a lot more baking applied, haha.  It gives me some hope that I'm not too far out in the weeds.

It seems if I want to push my first idea, a small PD fighter like your gunship might be viable... But it seems a fighter is quite slow compared to a similar tech AMM.  Maybe I would need a fat fighter with a turret for AAMM duty?  I'm not sure where the break even point between more barrels vs more tracking speed is, or if I could even get a fast enough turret bolted to a fighter.

For my second idea it looks like I would need to resign myself to big fat 4-500t 'fighters' to get a semi-credible beam, and hope the missile barrage can extend their lifetime a bit as hoped.  Maybe I would even commit a heresy like putting 3 layers of armor on a fighter to try to survive a beam PD hit?

I'm starting to get the suspicion that my idea may not be very economical, requiring big expensive long range missiles and fat fighters for basically the same role you are using little bombers and corvettes for.
 

Offline nuclearslurpee

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #3 on: December 16, 2020, 04:48:48 PM »
livewire - regarding your 24-ton stealth scout, I thought in Aurora the minimum TCS and TH signatures were both 1? I may be confused by the tactical display values which are always integers, but I'm not sure. In that case it would seem to make sense to use a 50-ton scout, and either a bigger engine or bigger sensors.
« Last Edit: December 17, 2020, 02:28:00 AM by nuclearslurpee »
 

Offline xenoscepter

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #4 on: December 17, 2020, 02:41:19 AM »
livewire - regarding your 24-ton stealth scout, I thought in Aurora the minimum TCS and TH signatures were both 1? I may be confused by the tactical display values which are always integers, but I'm not sure. In that case it would seem to make sense to use a 50-ton scout, and either a bigger engine or bigger sensors.

 - True, but you can fit twice as many 25 Ton Scouts.
 

Offline liveware

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #5 on: December 17, 2020, 03:09:53 AM »
livewire - regarding your 24-ton stealth scout, I thought in Aurora the minimum TCS and TH signatures were both 1? I may be confused by the tactical display values which are always integers, but I'm not sure. In that case it would seem to make sense to use a 50-ton scout, and either a bigger engine or bigger sensors.

 - True, but you can fit twice as many 25 Ton Scouts.

Yes, basically this reason. Also I was unaware of the minimum sensor cross section. However, that might explain why the class description screen in the fleet window for these scouts throws an error message. And also why I can't seem to fit as many as expected in a hanger... They are quite stealthy though and very useful as a result. I have been surprised at how well they can avoid precursor surprises.
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Offline liveware

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #6 on: December 17, 2020, 03:33:07 AM »
Thanks liveware.  That's helpful - your tactic is sort of a mirror image of my idea with a lot more baking applied, haha.  It gives me some hope that I'm not too far out in the weeds.

It seems if I want to push my first idea, a small PD fighter like your gunship might be viable... But it seems a fighter is quite slow compared to a similar tech AMM.  Maybe I would need a fat fighter with a turret for AAMM duty?  I'm not sure where the break even point between more barrels vs more tracking speed is, or if I could even get a fast enough turret bolted to a fighter.

For my second idea it looks like I would need to resign myself to big fat 4-500t 'fighters' to get a semi-credible beam, and hope the missile barrage can extend their lifetime a bit as hoped.  Maybe I would even commit a heresy like putting 3 layers of armor on a fighter to try to survive a beam PD hit?

I'm starting to get the suspicion that my idea may not be very economical, requiring big expensive long range missiles and fat fighters for basically the same role you are using little bombers and corvettes for.

A couple of things I've noticed in my ship design adventures:

It is hard to fit a 'good' (100% accuracy) gauss turret on a 500 ton fighter. For example, the Pavise III's I posted before have a 800 ton 100% accuracy twin turret with 20k km/s tracking speed (a single turret would be about 400 tons). I actually designed the original Pavise class around a pair of 100% accuracy unturreted gauss cannons. I determined after some mathing around that a turret would offer superior protection as I could utilize a turret which matched my max beam fire control speed rating (20k km/s) which would have been impossible to achieve with a larger engine for the target 3000 ton hull size without reducing armor or firepower. I ultimately opted for the 100% guass cannons on corvettes instead of fighters because that would provide the maximum anti-missile efficiency in terms of missiles shot down per hanger space occupied. My G-5 gauss gunships have reduced range compared to the Pavise III's and have superior speed which improves their accuracy but still mount reduced accuracy 33% gauss cannons and still have worse accuracy than the Pavise III's. The G-5's are my first ship to mount new 5 shot guass cannons which I just unlocked, the Pavise class will be getting a new 10 shot twin turret once I've researched it.

Another point about gauss fighters is that small fighters can more easily achieve high speed with low cost engines which makes turrets less attractive options. You can also build swarms of fighters fairly quickly and cheaply. See again my Pavise and G-5s. The G-5s are faster than the Pavise but mount worse guns and still have slower overall tracking speed than the Pavise turrets. However, I  can field 12 G-5s for every one Pavise. As the G-5s can be produced at fighter factories which I scatter around all of my colonies, the G-5s provide a useful PPV defensive option even though they do not necessarily out-perform the Pavise class. The Pavise on the other hand was designed as a dedicated anti-missile corvette which accompanies the Gladius and Rapier corvettes on strike missions. All three corvette classes have extremely high maintenance costs and would be poor choices for colonial garrison duty unless they were permanently stored in a hanger (which is what I do to avoid their maintenance costs).

Railguns are worthy of consideration for early game fighters, especially with the planned changes in v113 which should make them very strong fighter weapons. Even now, railguns outperform gauss cannons until you get to at least gauss ROF 5, which is quite a significant research investment. RGs always get 4 shots and do more damage per shot than gauss, but cannot be turreted, which makes them well suited to being mounted on small fighters or small ships. Big railguns can be pretty nasty also, so they are a pretty solid weapon choice in general.

As for armored fighters, I put 3 layers of armor on the boarding shuttle I posted specifically so that they could survive a few PD hits and get their marines to their targets. So it's not total heresy in my book... Keep in mind though, those I-2 interceptors I posted were built for that specific reason: to defeat armored bombers (albeit against 2 armor layers not 3). A single strength 3 laser hit really hurts in fighter combat.

Regarding missiles being cost effective... I think they are harder to use in long wars, which are usually the kinds of wars I find myself in, so I minimize their use whenever I can. I still keep a stockpile on hand, but they are not my primary weapon system.
« Last Edit: December 17, 2020, 04:00:01 AM by liveware »
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Offline nuclearslurpee

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #7 on: December 17, 2020, 02:41:23 PM »

It is hard to fit a 'good' (100% accuracy) gauss turret on a 500 ton fighter. For example, the Pavise III's I posted before have a 800 ton 100% accuracy twin turret with 20k km/s tracking speed (a single turret would be about 400 tons). I actually designed the original Pavise class around a pair of 100% accuracy unturreted gauss cannons. I determined after some mathing around that a turret would offer superior protection as I could utilize a turret which matched my max beam fire control speed rating (20k km/s) which would have been impossible to achieve with a larger engine for the target 3000 ton hull size without reducing armor or firepower. I ultimately opted for the 100% guass cannons on corvettes instead of fighters because that would provide the maximum anti-missile efficiency in terms of missiles shot down per hanger space occupied. My G-5 gauss gunships have reduced range compared to the Pavise III's and have superior speed which improves their accuracy but still mount reduced accuracy 33% gauss cannons and still have worse accuracy than the Pavise III's. The G-5's are my first ship to mount new 5 shot guass cannons which I just unlocked, the Pavise class will be getting a new 10 shot twin turret once I've researched it.

Another point about gauss fighters is that small fighters can more easily achieve high speed with low cost engines which makes turrets less attractive options. You can also build swarms of fighters fairly quickly and cheaply. See again my Pavise and G-5s. The G-5s are faster than the Pavise but mount worse guns and still have slower overall tracking speed than the Pavise turrets. However, I  can field 12 G-5s for every one Pavise. As the G-5s can be produced at fighter factories which I scatter around all of my colonies, the G-5s provide a useful PPV defensive option even though they do not necessarily out-perform the Pavise class. The Pavise on the other hand was designed as a dedicated anti-missile corvette which accompanies the Gladius and Rapier corvettes on strike missions. All three corvette classes have extremely high maintenance costs and would be poor choices for colonial garrison duty unless they were permanently stored in a hanger (which is what I do to avoid their maintenance costs).

I seem to recall recently seeing an analysis that low-accuracy Gauss guns are more effective, tonnage-wise, for PD than high-accuracy, though I think this had mostly to do with the high overkill rates that high-accuracy guns have when mounted in multi-gun turrets rather than any weird accuracy rounding effects or such. For fighters I'd guess something similar would broadly apply since a single fighter is analogous to a turret with an engine duct taped on the back, i.e. if you have the choice between (say) 500-ton fighters with 4x 1-HS Gauss guns vs. 250-ton fighters with 4x 0.5-HS guns, the latter will be more effective. That all being said, the effect is quite marginal compared to the effects of things like technology or just having a lot of ships shooting all at once, so I mainly mention this to indicate that low-accuracy Gauss guns aren't a detriment for fighters, necessarily.

However for pure PD a turret will always outperform a fighter just because the turret is not using significant tonnage to mount an engine. The benefit of PD fighters is largely logistical flexibility as you can "upgrade" a ship's PD by building and assigning a modern fighter squadron instead of doing costly refits and spending RP on turrets, and of course a carrier loadout can be easily switched between PD, anti-fighter/FAC beamships, and missile bombers for specific missions without large costs.
 

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #8 on: December 17, 2020, 02:45:04 PM »
However for pure PD a turret will always outperform a fighter just because the turret is not using significant tonnage to mount an engine. The benefit of PD fighters is largely logistical flexibility as you can "upgrade" a ship's PD by building and assigning a modern fighter squadron instead of doing costly refits and spending RP on turrets, and of course a carrier loadout can be easily switched between PD, anti-fighter/FAC beamships, and missile bombers for specific missions without large costs.

Gauss fighters also have limited utility as escorts for other anti-capital fighters as they can shoot down some of the incoming AMM spam.
 

Offline Potat999 (OP)

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #9 on: December 17, 2020, 05:45:35 PM »
So just looking at your G-5 and Pavaise example again from a cost perspective instead of tonnage, it's about 10:1.  (Really 9.5 but ehhh)

10x5 33% turrets with 12k track vs 1x8 at 20k track... Or say 1x10 assuming you upgrade the turret. 

Just straight multiplying this is about 16.5 vs 10 hits assuming a slow enough target for 100% tracking.

But if we assume a 30k target - since I want an AAMM platform....

I think that makes the BFC to hit 40% and 66% ending up with about the same total hits, 6.6 vs 6.66?  I just pulled BFC to hit being a straight ratio from another thread, not sure if that's true?

Is that a fluke... Nope at 40k I get about 5 for each?

So on a per cost basis the two platforms have similar efficiency and on a per tonnage basis the fighters may have an edge due to lack of bridges, etc?  Of course the fighters have slightly less range so they will likely only shoot once, but they also have a lot more fire controls to minimize overkill in a target rich environment.

So I guess fighters aren't that much worse as a PD platform, perhaps better vs very slow missiles or other strike craft, albeit with a lot of limitations on deployment time, durability, etc?

I think Slurpee's note about turrets not needing engines and hence always being more efficient neglects that all ships have engines.  I think big ships only have an advantage in throw weight/PD efficiency over fighters when they have a lower engine tonnage/total tonnage ratio, such as big capitals with big efficient overdriven engines? 

(Edit: of course, if you also include the carrier tonnage, then yeah, obviously the turret is more efficient, doh  :-X)

Maybe using a corvette here as a comparison is a bit unfair because I assume it has a fairly high engine/tonnage ratio.  I assume capitals (and certainly stations) with pure PD would be a bit more efficient than fighters. 

Edit:  I guess this begs a second question- the Pavaise is pretty quick, would it actually benefit from more gauss without turrets?  🤔  I guess probably not?  I think the ratio of ship speed/best track speed would need to be > the ratio of weapon system tonnage/total turret tonnage?  If your turret is 800tons of turret for 600 tons of gauss, that gives ~3/4 so you'd need speed to be >15Km/s to make ditching the turret worth it?  Is that how maths?  I guess you'd also need to factor in the reduced BFC weight at lower tracking speeds could be replaced with more guns or more engines, but probably not a big contributor.  Hmm.
« Last Edit: December 17, 2020, 10:28:38 PM by Potat999 »
 

Offline liveware

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #10 on: February 16, 2021, 05:44:43 PM »
So just looking at your G-5 and Pavaise example again from a cost perspective instead of tonnage, it's about 10:1.  (Really 9.5 but ehhh)

10x5 33% turrets with 12k track vs 1x8 at 20k track... Or say 1x10 assuming you upgrade the turret. 

Just straight multiplying this is about 16.5 vs 10 hits assuming a slow enough target for 100% tracking.

But if we assume a 30k target - since I want an AAMM platform....

I think that makes the BFC to hit 40% and 66% ending up with about the same total hits, 6.6 vs 6.66?  I just pulled BFC to hit being a straight ratio from another thread, not sure if that's true?

Is that a fluke... Nope at 40k I get about 5 for each?

So on a per cost basis the two platforms have similar efficiency and on a per tonnage basis the fighters may have an edge due to lack of bridges, etc?  Of course the fighters have slightly less range so they will likely only shoot once, but they also have a lot more fire controls to minimize overkill in a target rich environment.

So I guess fighters aren't that much worse as a PD platform, perhaps better vs very slow missiles or other strike craft, albeit with a lot of limitations on deployment time, durability, etc?

I think Slurpee's note about turrets not needing engines and hence always being more efficient neglects that all ships have engines.  I think big ships only have an advantage in throw weight/PD efficiency over fighters when they have a lower engine tonnage/total tonnage ratio, such as big capitals with big efficient overdriven engines? 

(Edit: of course, if you also include the carrier tonnage, then yeah, obviously the turret is more efficient, doh  :-X)

Maybe using a corvette here as a comparison is a bit unfair because I assume it has a fairly high engine/tonnage ratio.  I assume capitals (and certainly stations) with pure PD would be a bit more efficient than fighters. 

Edit:  I guess this begs a second question- the Pavaise is pretty quick, would it actually benefit from more gauss without turrets?  %uD83E%uDD14  I guess probably not?  I think the ratio of ship speed/best track speed would need to be > the ratio of weapon system tonnage/total turret tonnage?  If your turret is 800tons of turret for 600 tons of gauss, that gives ~3/4 so you'd need speed to be >15Km/s to make ditching the turret worth it?  Is that how maths?  I guess you'd also need to factor in the reduced BFC weight at lower tracking speeds could be replaced with more guns or more engines, but probably not a big contributor.  Hmm.

A bigger problem I have found is that fighters are not durable PD platforms whereas a 5000 ton ship is somewhat durable. A 125 ton fighter can take perhaps one single size 1 missile hit and then it is dead, and then it can't help with further PD engagements. A 5000 ton corvette can survive many size 1 missile strikes and maintain full combat effectiveness. So after a few volleys, a fighter fleet may be suffering greatly but a corvette fleet is still at full combat readiness (minus some armor degradation).

EDIT:

I also tested a non-turreted gauss cannon variant of the Pavise and determined that the higher accuracy provided by the turrets VASTLY outweighed the benefit of having more gauss cannons.
« Last Edit: February 16, 2021, 05:58:02 PM by liveware »
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Offline liveware

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #11 on: February 16, 2021, 05:54:40 PM »

It is hard to fit a 'good' (100% accuracy) gauss turret on a 500 ton fighter. For example, the Pavise III's I posted before have a 800 ton 100% accuracy twin turret with 20k km/s tracking speed (a single turret would be about 400 tons). I actually designed the original Pavise class around a pair of 100% accuracy unturreted gauss cannons. I determined after some mathing around that a turret would offer superior protection as I could utilize a turret which matched my max beam fire control speed rating (20k km/s) which would have been impossible to achieve with a larger engine for the target 3000 ton hull size without reducing armor or firepower. I ultimately opted for the 100% guass cannons on corvettes instead of fighters because that would provide the maximum anti-missile efficiency in terms of missiles shot down per hanger space occupied. My G-5 gauss gunships have reduced range compared to the Pavise III's and have superior speed which improves their accuracy but still mount reduced accuracy 33% gauss cannons and still have worse accuracy than the Pavise III's. The G-5's are my first ship to mount new 5 shot guass cannons which I just unlocked, the Pavise class will be getting a new 10 shot twin turret once I've researched it.

Another point about gauss fighters is that small fighters can more easily achieve high speed with low cost engines which makes turrets less attractive options. You can also build swarms of fighters fairly quickly and cheaply. See again my Pavise and G-5s. The G-5s are faster than the Pavise but mount worse guns and still have slower overall tracking speed than the Pavise turrets. However, I  can field 12 G-5s for every one Pavise. As the G-5s can be produced at fighter factories which I scatter around all of my colonies, the G-5s provide a useful PPV defensive option even though they do not necessarily out-perform the Pavise class. The Pavise on the other hand was designed as a dedicated anti-missile corvette which accompanies the Gladius and Rapier corvettes on strike missions. All three corvette classes have extremely high maintenance costs and would be poor choices for colonial garrison duty unless they were permanently stored in a hanger (which is what I do to avoid their maintenance costs).

I seem to recall recently seeing an analysis that low-accuracy Gauss guns are more effective, tonnage-wise, for PD than high-accuracy, though I think this had mostly to do with the high overkill rates that high-accuracy guns have when mounted in multi-gun turrets rather than any weird accuracy rounding effects or such. For fighters I'd guess something similar would broadly apply since a single fighter is analogous to a turret with an engine duct taped on the back, i.e. if you have the choice between (say) 500-ton fighters with 4x 1-HS Gauss guns vs. 250-ton fighters with 4x 0.5-HS guns, the latter will be more effective. That all being said, the effect is quite marginal compared to the effects of things like technology or just having a lot of ships shooting all at once, so I mainly mention this to indicate that low-accuracy Gauss guns aren't a detriment for fighters, necessarily.

However for pure PD a turret will always outperform a fighter just because the turret is not using significant tonnage to mount an engine. The benefit of PD fighters is largely logistical flexibility as you can "upgrade" a ship's PD by building and assigning a modern fighter squadron instead of doing costly refits and spending RP on turrets, and of course a carrier loadout can be easily switched between PD, anti-fighter/FAC beamships, and missile bombers for specific missions without large costs.

Yes, I think Spike posted much on this topic, though I have not rigorously tested it yet (full accuracy vs reduced accuracy gauss). I hope to do so in my current game.
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Offline Jorgen_CAB

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #12 on: February 16, 2021, 06:19:50 PM »
Just pray PD fighters are not up against missiles with ECM, ECM will effect fighters pretty hard.


Fighters are not effective as fleet PD but can be used as an effective secondary PD duty. I would never use fighter PD as a primary way to protect a fleet, they are for protecting other fighters in a strike group.

As for defending a colony it is hard to beat ground based PD cannons with anything in space for the same cost and running maintenance costs.

There is nothing wrong with PD fighters either, but I would never rely on them for main PD defence as they are too expensive and vulnerable to ECM.
 

Offline liveware

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #13 on: February 16, 2021, 09:57:32 PM »
Just pray PD fighters are not up against missiles with ECM, ECM will effect fighters pretty hard.


Fighters are not effective as fleet PD but can be used as an effective secondary PD duty. I would never use fighter PD as a primary way to protect a fleet, they are for protecting other fighters in a strike group.

As for defending a colony it is hard to beat ground based PD cannons with anything in space for the same cost and running maintenance costs.

There is nothing wrong with PD fighters either, but I would never rely on them for main PD defence as they are too expensive and vulnerable to ECM.

You've mentioned this ECM vulnerability before... is there story behind that warning?
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Offline Michael Sandy

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Re: Missile + (Beam) Fighter Combined Arms - Theorycrafting
« Reply #14 on: February 16, 2021, 11:57:56 PM »
One theory of beam fighter PD is to make use of the fact that they can't be targeted at anti-ship range.  You could send a fast cruiser escorted by fighter PD to probe enemy anti-ship missiles.  Either the enemy fires WAY more missiles than would ever be needed to take out a single ship, or they will fire what is a reasonable amount to kill a single ship.

You specifically use an overengined cruiser so that it can pull away from the enemy after baiting out their missiles.  And by overengined, I mean overengined to the point that it would be uneconomic to have your whole fleet engined at that level.

Beam fighters are useful for escorting strike fighters.  The theory there is that in order to engage fighters, the enemy either uses AMMs or has a few ships with dedicated fast firing launchers to burn through fighters before they close.  But that doesn't work if your fighter strike force can deal with small volleys.  You usually want strike fighters to be able to launch from outside AMM range, but the AI often has AMMs that are rather long ranged.  Long ranged missile combatants usually have reduced sized launchers for larger volley size, and at anti-ship range would expect to have time for multiple volleys before an enemy closed.  But against fast closing fighters there may only be time for one volley, which might overkill some fighters, while their PD completely protects others.
 
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