Author Topic: Early Warships  (Read 5892 times)

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Offline coco146 (OP)

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Re: Early Warships
« Reply #15 on: January 15, 2013, 05:21:58 AM »
Okay, started designing of my first AMM cruiser, but I won't have it ready for some time, in the meantime, I reckon I need to build A jump capable ship I was thinking I would also make it my tanker?
 

Offline Black

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Re: Early Warships
« Reply #16 on: January 15, 2013, 05:30:36 AM »
Well you can do that, but it is possible to construct your tanker as commercial design so it will not be affected by annual failure rate.

Your jump ship will be a military design so you could use it as supply ship with maintenance supplies or it could transport spare missiles if you add some magazines.
 

Offline Icecoon

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Re: Early Warships
« Reply #17 on: January 15, 2013, 06:10:08 AM »
Yes, adding additional magazines on a jump ship is a good idea. In my case my jump ships are used to deliver a battlegroup to a hostile system. After jumping in the system they split from the main group and wait on the other side of the jump point until the big guys clean the system.

Another option is to incorporate the jump engines in your biggest armed military vessel. Apart from the regular jump ships i designed a separate class armed with anti-ship beam weapons. They are as fast as the other ships in the task group. I use them in a pair with two escort cruisers and two missile cruisers and therefore they are capable of squadron jump and i use them as a fast response squadron.
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Offline coco146 (OP)

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Re: Early Warships
« Reply #18 on: January 15, 2013, 06:25:08 AM »
OK will do, tankers being civilian vessels makes sense.  Is 22500/25000 an acceptable speed for AMM at ion tech?
 

Offline Icecoon

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Re: Early Warships
« Reply #19 on: January 15, 2013, 06:31:02 AM »
Yes that will do. But don't expect miracles, they will not hit often. You will need a dedicated PD platform to finish off what your AMMs did not hit.
If it's stupid but it works, it isn't stupid.


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Offline coco146 (OP)

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Re: Early Warships
« Reply #20 on: January 15, 2013, 06:39:16 AM »
Lacking any good propulsion ,sensors or energy scientists is really hurting, as is running out of money
 

Offline Jorgen_CAB

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Re: Early Warships
« Reply #21 on: January 15, 2013, 06:46:16 AM »
That is one of the conundrums of this game, managing your resources.  :)

In order to build a decent AMM you need a few levels of agility and at least x3.5 engine power modifier, preferably x4 modifier. Otherwise you might as well try to over engineer the range of missiles and speed of your engines and do hit and run and hope for the best.
At Ion tech you want your AMM to have a speed close to 30000km/s. My ASM/AMM are usually between 24000-32000km/s at Ion tech.
« Last Edit: January 15, 2013, 07:29:13 AM by Jorgen_CAB »
 

Offline coco146 (OP)

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Re: Early Warships
« Reply #22 on: January 15, 2013, 06:52:37 AM »
30000?  My missiles at already 60% engine and I can't get that.
 

Offline Black

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Re: Early Warships
« Reply #23 on: January 15, 2013, 07:00:41 AM »
You most likely have lower engine power modifier. Agility is also important for AMM. On the other hand, warhead can be very small, just enough to deliver one point of damage.

Just a little thing about the tanker. If you want to use ship with commercial engines in systems without jump gates you will need commercial jump engines.
 

Offline coco146 (OP)

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Re: Early Warships
« Reply #24 on: January 15, 2013, 07:06:25 AM »
I didn't know there even was a x4.00 power rate.  I only have .24 wh on my AMM, Thar's as small as it can get, it worries me that my AMM seem to be the same speed as my ASM.
« Last Edit: January 15, 2013, 07:21:21 AM by coco146 »
 

Offline sublight

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Re: Early Warships
« Reply #25 on: January 15, 2013, 07:29:48 AM »
As a 2nd opinion I typically only have have power 1.75x when I enter the Ion age (3.5x max with missile doubled) and have 2.5x power when making the transition to Magnito.

My AMM were the same speed as my ASMs, but had 20+ manuverability for 20%+ hit rate against my own stuff.


Also, using turrets when your tracking speed is that low is a waste of space. Consider using a 2x tracking speed FC with rail guns if you still want to try beam point defense.
 

Offline Jorgen_CAB

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Re: Early Warships
« Reply #26 on: January 15, 2013, 08:24:50 AM »
Yes... about 3.5 to 4 (or 1.75 - 2 for engines) for missiles is what I have at Ion tech as well and is enough to produce decent AMM.

Here is a missile using a 0.6MSP engine at x3.5 power modifier, 48 agility per MSP and 4 warhead strength per MSP.

Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 17
Speed: 25200 km/s    Engine Endurance: 3 minutes   Range: 5.3m km
Cost Per Missile: 0.6994
Chance to Hit: 1k km/s 428.4%   3k km/s 136%   5k km/s 85.7%   10k km/s 42.8%
Materials Required:    0.25x Tritanium   0.4494x Gallicite   Fuel x25


It will have about 15% chance to bring down this ASM that uses the same missile technology.

Code: [Select]
Missile Size: 5 MSP  (0.25 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 10
Speed: 29400 km/s    Engine Endurance: 100 minutes   Range: 175.9m km
Cost Per Missile: 2.8375
Chance to Hit: 1k km/s 294%   3k km/s 90%   5k km/s 58.8%   10k km/s 29.4%
Materials Required:    1x Tritanium   1.8375x Gallicite   Fuel x1250

To me this is barely acceptable performance from an AMM. I don't know what technology level you have but in this case you would need one additional level of warhead strength or agility (preferably both) to make the AMM worthwhile.

It you be even worse if you faced a missile like this...

Missile Size: 5 MSP  (0.25 HS)     Warhead: 4    Armour: 1     Manoeuvre Rating: 12
Speed: 21000 km/s    Engine Endurance: 75 minutes   Range: 95.0m km
Cost Per Missile: 2.7161
Chance to Hit: 1k km/s 252%   3k km/s 84%   5k km/s 50.4%   10k km/s 25.2%
Materials Required:    1.25x Tritanium   1.4661x Gallicite   Fuel x850

Now you are down to 10% kill ratio... pretty pathetic...  ;)
 

Offline coco146 (OP)

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Re: Early Warships
« Reply #27 on: January 15, 2013, 08:35:58 AM »
Well, I've got one now, just don't know how good it'll be.
Code: [Select]
Kite class Escort Cruiser    10,000 tons     164 Crew     1441.5 BP      TCS 200  TH 630  EM 0
3150 km/s     Armour 7-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 20
Maint Life 5.95 Years     MSP 2360    AFR 200%    IFR 2.8%    1YR 114    5YR 1711    Max Repair 192 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Magazine 440   

126 EP Ion Drive, Heavy Military (5)    Power 126    Fuel Use 71.17%    Signature 126    Exp 10%
Fuel Capacity 900,000 Litres    Range 22.8 billion km   (83 days at full power)

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC18-R1 (1)     Range 18.4m km    Resolution 1
SMM-2 "Mauler" (440)  Speed: 25,200 km/s   End: 1.6m    Range: 2.4m km   WH: 1    Size: 1    TH: 109/65/32

Active Search Sensor MR15-R1 (1)     GPS 192     Range 15.4m km    Resolution 1

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
 

Offline Black

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Re: Early Warships
« Reply #28 on: January 15, 2013, 09:09:45 AM »
Well I prefer longer deployment time, 12 months in my case. You could also use 2 fire controls.
 

Offline Icecoon

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Re: Early Warships
« Reply #29 on: January 15, 2013, 10:00:33 AM »
That ships is quite good, but as Black pointed out it has only pne fire control. Imagine seven incoming waves of each counting 20 enemy missiles. With that ship you will be able to target only one wave at a time with all the launchers. I go with one fire control for 4 launchers.
If it's stupid but it works, it isn't stupid.


If fire fighters fight fire and crime fighters fight crime, what do freedom fighters fight?