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In Brief | |||
Fighting in space is a matter of physics. The detailed chart below is based on physics but doesn't show it. But some people want to see all the details, so the math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] does show it. You can find it there if you want it. | |||
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.) | |||
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. | |||
*Missiles home in on their targets. | |||
Signature radius sets the size of the target for the incoming weapons. Missiles explode when the get inside the target's radius. Turret streams hit when they get inside the radius. | |||
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. | |||
:*They miss a lot. | |||
:*But they fire fast, reload pretty fast and cost less. | |||
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo | |||
::-Hybrid: use some capacitor, two damage types | |||
::-Energy: use a lot of capacitor, two damage types, no reloading | |||
Missiles home in on their targets. | |||
:*They hit more often. | |||
:*But they fire slowly, reload slowly and cost a lot. | |||
For turrets, damage drops with range. Optimal range is the place where you have the best chance to hit - not guaranteed, just best odds. Falloff + Optimal = 50% chance to hit. | |||
[[File:QST turret range.gif|thumb|Range affects the damage done.]] | |||
This is not a factor for missiles, but missiles have a maximum range, after which they never hit. | |||