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User:Qwer Stoneghost: Difference between revisions

4,051 editsJoined 10 December 2019
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In Brief
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.
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 - some do; some don't.


*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.)
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Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
Turrets fire a stream of stuff - pellets, pulses, ray beams - in a straight line.
:*They miss a lot.  
:*They miss a lot.  
:*But they fire fast, reload pretty fast and cost less.
:*But they fire and reload pretty fast.
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
::-Projectiles: use no capacitor, you can choose the damage type, cheapest ammo
::-Hybrid: use some capacitor, two damage types
::-Hybrid: use some capacitor, two damage types
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Missiles home in on their targets.
Missiles home in on their targets.
:*They hit more often.
:*They hit more often.
:*But they fire slowly, reload slowly and cost a lot.
:*But they fire and reload slowly.
:*And they take a long time to reach their target.


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.
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.]]
[[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.
This is not a factor for missiles, but missiles have a maximum range, after which they never hit.