blkcandy
Junior Member
Burn complete. Crawling back to bed.
Posts: 78
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Post by blkcandy on Apr 10, 2017 4:26:18 GMT
Lasers are nasty. Not only they burn though missiles and drones, AI laser instantly burn all open laser mounts in a flash even at extreme range.
To counter enemy lasers, now I carry laser drones (which carry not so effective lasers). Once I enter a battle against enemy with laser, I deactivate my capital ship laser and launch these drones. They will take the laser attack.
Enemy laser will not switch target after disabling the drone laser and will continue to attack that drone until it is completely disabled, allowing me to destroy their laser with other drones or my capital ship laser.
This is effective against AI, but it feels too meta to exploiting AI targeting logic. How does anyone else counter enemy lasers?
Also is there a point in armoring those laser mounts? Any stray (or aimed, never sure which) shot in the lens will destroy the mount, regardless of the armor thickness or enemy shot power.
Sure I can deactivate them and close the lens when bullets start flying, but is there no way to use them in kinetic weapon shooting range? Hell, can it be use in a situation that enemy can return fire at all?
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Post by subunit on Apr 10, 2017 4:40:45 GMT
I think the general consensus is that lasers are currently far too vulnerable to counterlaser fire. It's not clear how this is modelled right now but I would guess it would probably change. As for countering enemy lasers, missile swarms work quite nicely. A couple hundred missiles with a few cm of nitrile rubber or similar armor do fine in getting through most 1 Mm laser batteries.
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Post by newageofpower on Apr 10, 2017 6:09:32 GMT
Pure missiles destroy pure lasers. The problem is once they get up to multiple gigawatts of hyperlasers the amount of missiles required to kill it causes mind-boggling lag; even though the missile swarm is mass and cost effective.
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elukka
Junior Member
Posts: 73
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Post by elukka on Apr 10, 2017 7:27:38 GMT
I think the general consensus is that lasers are currently far too vulnerable to counterlaser fire. It's not clear how this is modelled right now but I would guess it would probably change. Yeah, it might be a bit off. A laser with an intensity of 115 kW/m^2 somehow instantly destroys a mirror that withstands 6070 kW/m^2 under normal operation.
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Post by n2maniac on Apr 10, 2017 7:37:02 GMT
Hide the laser behind your own ship (with a fat hull), though I kinda feel it is cheating (that should not be a valid physical shot path, particularly without consequence) and overpowered (they have to burn through your armor, but you don't have to burn through it).
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blkcandy
Junior Member
Burn complete. Crawling back to bed.
Posts: 78
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Post by blkcandy on Apr 10, 2017 7:43:35 GMT
I hate using missiles. My micro missiles have 3km/s dV and 30g thrust and they still hit nothing. They shred the enemy into pieces (literally) when they do though.
Right now I counter laser with more counter laser drones.
But how do I protect my own primary lasers? Right now they are vulnerable against anything that can return fire. They are useful against drones and missiles in long range though.
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Post by Enderminion on Apr 10, 2017 11:03:49 GMT
if you have trouble with hitting blkcandy use something that can't miss, nuclear weapons
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blkcandy
Junior Member
Burn complete. Crawling back to bed.
Posts: 78
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Post by blkcandy on Apr 10, 2017 14:03:03 GMT
Hide the laser behind your own ship (with a fat hull), though I kinda feel it is cheating (that should not be a valid physical shot path, particularly without consequence) and overpowered (they have to burn through your armor, but you don't have to burn through it). Wait... we can shoot through the hall? Even though my whole ship is min-maxed, that is still too meta. if you have trouble with hitting blkcandy use something that can't miss, nuclear weapons My other 5kt nukes still miss their effective range though. Anything bigger than that is reserved for long range missile barrage. I don't want it near my ship when I am under fire.
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Post by Enderminion on Apr 10, 2017 14:07:51 GMT
if you use a highish yield nuclear weapons before combat, you can smear most of the active enemy optics
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Post by subunit on Apr 10, 2017 19:33:13 GMT
I hate using missiles. My micro missiles have 3km/s dV and 30g thrust and they still hit nothing. They shred the enemy into pieces (literally) when they do though. Probably a guidance problem? I needed to mess around with damping quite a bit before I was reliably getting hits with my designs. Engine gimbal angle also has a large effect, I tend to constrain this to 5 deg or less to avoid the gimbal slamming back and forth.
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Post by Enderminion on Apr 10, 2017 19:43:53 GMT
having high traverse rate helps as well, on engine gimbals
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Post by dwwolf on Apr 10, 2017 20:26:07 GMT
I dearly wish we could set thrusters to roll/yaw mode only. Bonus points if we could armored caps for yaw thrusters. Damn engine insists on using manouvring thrusters to accelerate. It played merry hell with my limited dV gun launched KKV. 3 kg shell fired @ 3.6 km/s with octanitrocubane. Gun length is reasonable too .
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Post by Enderminion on Apr 10, 2017 21:49:54 GMT
Gun length is reasonable too . only a few megameters then? I have gotten guns up to 18 terameters long
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Post by dwwolf on Apr 10, 2017 22:46:27 GMT
Let me check..... The standard cannon has the kkv going at 2.24 km/s and has a 6.6 m barrel. Range est 3.04/5.41/17.1 km. 23.4 tons and 36.1 degree/s for an extruded turret.
Damn....the HV version was using the bare payload ( osmium slug ).
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blkcandy
Junior Member
Burn complete. Crawling back to bed.
Posts: 78
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Post by blkcandy on Apr 10, 2017 23:47:25 GMT
I was thinking of how to use/counter lasers but somehow this is turning into missile discussion LOL.
But yeah, it's gimbal angle was quite wide, I've narrowed them down a bit and they are doing better now.
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