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Quick Overview | |||
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. | 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. | ||
{{Note box|The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.}} | |||
Notes | |||
*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.) | ||
*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. | ||
*Missiles home in on their targets. | *Missiles home in on their targets. | ||
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. | ||
:* | :*Individual loads miss a lot - but there are a lot of loads. | ||
:* | :*They reach their targets quickly | ||
:*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. | ||
:* | :*Each hit always does some damage - they almost always hit. | ||
:*They take a long time to reach their target. | |||
:* | :*They fire and reload slowly. | ||
If you want a bit more | |||
[[File:QST turret range.gif|thumb|Range affects the damage done.]] | [[File:QST turret range.gif|thumb|Range affects the damage done.]] | ||
Turrets turn; missiles chase. | |||
Missiles depend on range. Beyond maximum range, they do no damage.(But remember, missiles are slow; you can outrun them.) | |||
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. | |||
[[File:QST track slow.gif|thumb|A slow turret trying to hit a fast ship.]] | |||
Tracking is how fast the turret spins. Faster is better. | |||