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Post by Durandal on Nov 15, 2016 1:24:11 GMT
Well, the laws of physics must be obeyed. I prefer to watch the technological evolution that we're pushing through. Look at each of the common strategies and counters that are developed here... We're essentially beta testing space combat through trial, error, and sharing our ideas. We're clamoring for the developer to include new features so we can exploit eachother weaknesses and develop new techniques. But, as I said, the laws must be obeyed. And all of this without multiplayer. Can you imagine what kind of lean mean machines we'd have then?
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Post by bdcarrillo on Nov 15, 2016 1:39:43 GMT
I think we'd outpace the capabilities of the game engine. I get the sense that we'd bump into hard limits related to crew survival. We can only pull so many G's, receive so much radiation, or endure so much heat. I consider that a unique field that hasn't been exploited yet.
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Post by amimai on Nov 15, 2016 1:42:43 GMT
Using MIRV missiles you can quite comfortably beat lasers with lots of tiny high velocity missiles launched out of a drone ship that works as a initial stage to bring said missile up to 2-3km/s and into the 100km range window through almost any laser defence.
Once they are in range they just need to drop their payload so it can boost to 4-8km/s across the "danger zone" and pepper the enemy's hull with your preferred payload.
Adversity breeds ingenuity.
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Post by bdcarrillo on Nov 15, 2016 2:06:25 GMT
It seems that you're discounting conventional CIWS (I know the acronym differs from the spoken C-WIZ) which aren't modelled accurately in-game.
Of course, one could overwhelm a CIWS with thousands of warheads. Perhaps that line of thought would breed a Battlestar Galactaca-esque flak shield.
Counters to counters ad nauseum. Which hits realistic limits first?
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Post by dragonkid11 on Nov 15, 2016 2:11:00 GMT
I think current CIWS in game are already being overwhelmed even if each guns aim at different things.
Though it would be nice to implement if only just for the fancy lightshow.
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Post by redparadize on Nov 15, 2016 2:17:02 GMT
I managed to upgrade my overall strategy to adapt to removal of OP silica aerogel. It now cost me 600kc instead of 500kc to kill 4 upgraded solar lance (fire at 1000km.). I think I found a weakness in how armor is calculated. I will post about that in the armor science tread.
The difference is now I have to be slightly more aggressive in my tactic. Considering laser cost, they are still underpowered.
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Post by wafflestoo on Nov 15, 2016 4:01:15 GMT
I managed to upgrade my overall strategy to adapt to removal of OP silica aerogel. It now cost me 600kc instead of 500kc to kill 4 upgraded solar lance (fire at 1000km.). I think I found a weakness in how armor is calculated. I will post about that in the armor science tread. The difference is now I have to be slightly more aggressive in my tactic. Considering laser cost, they are still underpowered. I look forward to reading about your findings then.
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Post by subunit on Nov 15, 2016 4:06:06 GMT
This is a good point. As it is I think lasers are going to end up pretty dominant and missiles and drones generally wont have enough mass to mount enough armor to close inside their engagement envelope. It would be nice to know if this is an artefact of the way they're modelled, like the way coilguns currently spit 100 nukes/second etc. I wouldn't be so sure. Lasers are good, but I wouldn't expect each and every tactical consideration to be solved by GW lasers. If all you have is a hammer, everything looks like a nail. Most of my time in-game is spent trying to defeat GW laser designs, and I don't think they're impervious, but they're REALLY good. Coilguns are currently REALLY good because they're broken. This is obvious. I merely agree that it is less obvious how we would determine whether the lasers are broken.
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Post by inventor200 on Nov 15, 2016 4:26:58 GMT
I would like the game to be as accurate as possible. Exploiting calculation holes is cheating.
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Post by redparadize on Nov 15, 2016 5:00:53 GMT
I look forward to reading about your findings then. Its posted already. I would appreciate if anyone confirm/refute what I found out. What I came up with work well, but my conclusion could be wrong.
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Post by teeth on Nov 15, 2016 5:20:32 GMT
I don't even use railguns anyways since my sole focus is microdrones.
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Post by n2maniac on Nov 15, 2016 5:39:51 GMT
I want it to be fixed. I want to do legit design as much as possible. The silica aerogel fix broke all my missile and my overall strategy, and I am happy about it. This will break some of my best ship designs, and I will be happy about it. They feel way too broken right now at medium range.
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Post by dragonkid11 on Nov 15, 2016 5:45:53 GMT
I don't even use railguns anyways since my sole focus is microdrones. You know what's more broken than microdrones? Microdrones with RAILGUN or COILGUN. Practically instant death to any fleet that doesn't have gigawatt laser.
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Post by wafflestoo on Nov 15, 2016 5:54:19 GMT
I look forward to reading about your findings then. Its posted already. I would appreciate if anyone confirm/refute what I found out. What I came up with work well, but my conclusion could be wrong. I did, ran a test with my standard ASAT missiles with no real modifications except to add a second 10cm spacer to the nose (66cm diameter, ~3.4m long, not very big) and it at least matched the surviveability I was getting with sil-gel for considerably less mass and cost. I want to play around with diamond and graphite gel later but I gotta get some sleep. I'm like walking dead as it is.
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Post by wafflestoo on Nov 15, 2016 5:55:29 GMT
I don't even use railguns anyways since my sole focus is microdrones. You know what's more broken than microdrones? Microdrones with RAILGUN or COILGUN. Practically instant death to any fleet that doesn't have gigawatt laser. Pretty much. My current drone only has a 4.5 m^2 cross section. The only thing that can possibly target it is a laser, nothing else lives long enough to get close enough to them.
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