Difference between revisions of "User:Qwer Stoneghost"

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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?
 
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?
  
 +
 +
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.)
  
 
*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.
:-They take a long time to reach their target.
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:-They take a long time to get there.
 
:-They fire and reload slowly.
 
:-They fire and reload slowly.
  
 
*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
+
:-Individual loads miss a lot - but there are a lot of loads.
:-reach their targets quickly
+
:-They reach their targets quickly.
:-fire and reload fast
+
:-They fire and reload fast.
  
::Projectiles: use no capacitor, all damage types, cheapest ammo
+
::Projectiles: use no capacitor, all damage types, cheapest ammo.
::Hybrids: use some capacitor, two damage types
+
::Hybrids: use some capacitor, two damage types.
::Energy: use a lot of capacitor, two damage types, no reloading
+
::Energy: use a lot of capacitor, two damage types, no reloading.
  
 
If you want a bit more...............
 
If you want a bit more...............

Revision as of 03:16, 20 November 2020

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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. The math in Turret Mechanics and Missile Mechanics does show it. You can find it there if you want it - some do; some don't.


The bottom line: missiles are really accurate, but they are soooo slow. Turrets are really fast, but they miss a lot.


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?


More:

  • If a target is standing still, you can hit it with anything. (The same is true of you … so keep moving.)
  • Missiles home in on their targets.
-Each hit always does some damage - they almost always hit.
-They take a long time to get there.
-They fire and reload slowly.
  • 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 fast.
Projectiles: use no capacitor, all damage types, cheapest ammo.
Hybrids: use some capacitor, two damage types.
Energy: use a lot of capacitor, two damage types, no reloading.

If you want a bit more...............

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.

Tracking is how fast the turret spins. Faster is better.