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| Quick Overview
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| Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. The math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it - some do; some don't.
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| {{Note box|The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.}}
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| So, imagine you are in a missile boat and have locked onto a ship carrying lasers. You both fire at the same time. The laser hits you immediately. Meanwhile, your missile is crawling through space. The question is: do you have enough time to fire enough missiles for the kill, or will the laser burn you first?
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| More:
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| *If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
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| *Missiles home in on their targets.
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| :-Each hit always does some damage - they almost always hit.
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| :-They take a long time to get there.
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| :-They fire and reload slowly.
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| *Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
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| :-Individual loads miss a lot - but there are a lot of loads.
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| :-They reach their targets quickly.
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| :-They fire and reload fast.
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| ::Projectiles: use no capacitor, all damage types, cheapest ammo.
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| ::Hybrids: use some capacitor, two damage types.
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| ::Energy: use a lot of capacitor, two damage types, no reloading.
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| If you want a bit more...............
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| [[File:QST turret range.gif|thumb|upright=0.7|Range affects the damage done.]]
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| Missiles chase; turrets turn.
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| Missiles depend on range. Beyond maximum range, they do no damage.
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| Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. The optimal range plus the falloff distance gives you the place where you have a 50% chance to hit.
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| Tracking is how fast the turret spins. Faster is better. Wjy? Because the target is NOT standing still.{{clear}}
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