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===Really Quick Comparison=== | ===Really Quick Comparison=== | ||
{{Color box | color=#222222 | border=#ffeeee | | {{Color box | color=#222222 | border=#ffeeee | | ||
Fighting in space is a matter of physics. The detailed comparison chart below is based on physics but doesn't show it. The math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] | Fighting in space is a matter of physics. The detailed comparison chart below is based on physics but doesn't show it. The math in [[Turret mechanics|Turret Mechanics]] and [[Missile mechanics|Missile Mechanics]] explains the following in more detail. You can find it there if you want it - some do; some don't. | ||
{{Note box|The bottom line: | {{Note box|The bottom line: Missiles will almost always deal some damage, while turrets can miss. Turrets hit immediately, while missiles need to fly out to their targets.}} | ||
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More: | More: | ||
*If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.) | *If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.) | ||
*Short-range weapons generally fire more frequently than long-range weapons | |||
*Missiles home in on their targets. | *Missiles home in on their targets. | ||
:-Each hit always does some damage - they almost always hit. | :-Each hit always does some damage - they almost always hit. However, the size of the missile and the size and speed of the target can reduce how much damage they deal. | ||
:-They take a long time to get there, but they lose no damage at long range. | :-They take a long time to get there, but they lose no damage at long range. | ||
:-They | :-They can deal any type of damage, but some ships have a preferred damage type. | ||
:-They do not use capacitor but reload slowly. | |||
*Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. They spin themselves around to point that line at their target. | *Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line. They spin themselves around to point that line at their target. | ||
:-Individual | :-Individual shots fired can frequently miss, but there are a lot of shots fired. | ||
:-They reach their targets | :-They reach their targets immediately, but their accuracy drops at longer range. | ||
::''Projectiles'': use no capacitor, | ::''Projectiles'': use no capacitor, can deal any type of damage. Slow reloading. | ||
::''Hybrids'': use some capacitor, | ::''Hybrids'': use some capacitor, Kinetic/Thermal. Fast reloading. | ||
::''Energy'': use a lot of capacitor, | ::''Energy'': use a lot of capacitor, EM/Thermal, no reloading and immediate crystal swapping. | ||
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Missiles depend on time. They can chase a target a long way before they explode. | Missiles depend on time. They can chase a target a long way before they explode. | ||
Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just the best odds. | Turrets depend on tracking and range. Optimal range is the place where you have the best chance to hit - not guaranteed, just the best odds. Falloff range determines how quickly accuracy gets worse outside optimal. At optimal + falloff range, the turret has a 50% chance to hit (not considering Tracking). | ||
Tracking is how fast the turret | Tracking is how fast the turret can turn to follow the target. Faster is better. Why? Because the target is not standing still and neither are you.}}{{clear}} | ||
=== Turret and Launcher Comparison Chart=== | === Turret and Launcher Comparison Chart=== | ||