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Post by caiaphas on Mar 6, 2017 17:13:14 GMT
Turns out, projectile weapons are the best against missiles! Lasers for sniping enemy modules, projectiles for additional doom (my graphene railguns fire 1g graphene sands at 80-160 km/s, all with recharge time less than 1 second). I've come to that conclusion myself; I think that part of it is that it's just stupid difficult to design effective lightweight armor that can shrug off hypervelocity kinetics more than once.
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Post by bigbombr on Mar 6, 2017 19:33:27 GMT
Turns out, projectile weapons are the best against missiles! Lasers for sniping enemy modules, projectiles for additional doom (my graphene railguns fire 1g graphene sands at 80-160 km/s, all with recharge time less than 1 second). I've come to that conclusion myself; I think that part of it is that it's just stupid difficult to design effective lightweight armor that can shrug off hypervelocity kinetics more than once. A few mm of Graphene angled at +/- 20° is quite effective, but not getting hit is still the best solution. My standard laserstar weighs only 168 t, and kinetic weaponry fitted on vessels with similar weight is not very effective. There is a scale at which kinetics are viable, but I always thought of kinetics as something for lightweight disposable drones. While very effective, hypervelocity weaponry always seemed cost- and mass-ineffective.
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Post by nerd1000 on Mar 6, 2017 23:52:43 GMT
If your spot size is bigger than the incoming bullet you can only slow it down, not push it off course. Should still work if the bullet isn't perfectly symmetrical and pointed right at you. And if you can slow the bullet enough it will miss anyway.
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Post by subunit on Mar 7, 2017 0:09:53 GMT
Turns out, projectile weapons are the best against missiles! Lasers for sniping enemy modules, projectiles for additional doom (my graphene railguns fire 1g graphene sands at 80-160 km/s, all with recharge time less than 1 second). Would you be willing to share the specs on this railgun?
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Post by vegemeister on Mar 7, 2017 0:16:34 GMT
Turns out, projectile weapons are the best against missiles! Lasers for sniping enemy modules, projectiles for additional doom (my graphene railguns fire 1g graphene sands at 80-160 km/s, all with recharge time less than 1 second). Would you be willing to share the specs on this railgun? Bulk graphene with the graphene sheets aligned to support the stresses is magitech. Also CoaDE assumes all materials are isotropic, and graphene most certainly isn't. So assuming it were even possible to manufacture things with it, they still might be unphysical.
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Post by subunit on Mar 7, 2017 0:53:51 GMT
Would you be willing to share the specs on this railgun? Bulk graphene with the graphene sheets aligned to support the stresses is magitech. Also CoaDE assumes all materials are isotropic, and graphene most certainly isn't. So assuming it were even possible to manufacture things with it, they still might be unphysical. I'm interested in reproducing said weapon in game, not irl
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Post by The Astronomer on Mar 7, 2017 1:53:38 GMT
Would you be willing to share the specs on this railgun? Bulk graphene with the graphene sheets aligned to support the stresses is magitech. Also CoaDE assumes all materials are isotropic, and graphene most certainly isn't. So assuming it were even possible to manufacture things with it, they still might be unphysical. I wish real world technological advances would help me about this... Even imagine the world few hundred years in the future is a daunting, near-impossible task. Never say what's coming up that's better than graphene, I'm always eager to know.
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Post by The Astronomer on Mar 7, 2017 1:55:05 GMT
Turns out, projectile weapons are the best against missiles! Lasers for sniping enemy modules, projectiles for additional doom (my graphene railguns fire 1g graphene sands at 80-160 km/s, all with recharge time less than 1 second). Would you be willing to share the specs on this railgun? I wouldn't share them, but the hint is to use capacitors.
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Post by subunit on Mar 7, 2017 3:14:15 GMT
Would you be willing to share the specs on this railgun? I wouldn't share them, but the hint is to use capacitors. Can you give me another hint and tell me if the design relies on hafnia for the capacitors? I don't want to bother with designs that rely on physics bugs.
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Post by The Astronomer on Mar 7, 2017 3:26:21 GMT
I wouldn't share them, but the hint is to use capacitors. Can you give me another hint and tell me if the design relies on hafnia for the capacitors? I don't want to bother with designs that rely on physics bugs. Huh? Hafnia-powered capacitor is a bug?
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Post by subunit on Mar 7, 2017 3:33:14 GMT
Can you give me another hint and tell me if the design relies on hafnia for the capacitors? I don't want to bother with designs that rely on physics bugs. Huh? Hafnia-powered capacitor is a bug? I think so- childrenofadeadearth.boards.net/post/15786/thread
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Post by The Astronomer on Mar 7, 2017 3:41:32 GMT
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Post by deltav on Mar 15, 2017 9:12:27 GMT
- Lasers have range and are quite simply unfair against stock designs which can have all of their turrets burned off at long range even at a few dozen MW. But if you armor against lasers, it takes the bite out, also lasers tend to not be able to kill capital ships. I will ignore 100 GW user designs for now.
- Laser is amazing point defense, unless the munitions are armored against laser.
- The poor Stinger drone and other cannon armed drones tend to have their ammunition in the nose attached to the weapon. Overheat that area, and boom, no more drone. Armor the cannon, move the ammunition rearward and suddenly cannon drones can endure the light.
- Coilguns are notable due to their ability to fire very heavy projectiles which cannot be reliably armored against. If it hits, the heavy coilgun can kill. Also it is the best platform to fire micromissiles and flak/nukes.
- Railguns sandblast very well even at hundred kilowatt power levels but don't necessarily kill that fast unless it is against stock ships who put their heavy coilgun abeam their reactor. Good for point defense since most munitions cannot tolerate the sandblaster
- Cannons are mostly for when you don't feel like using a railgun or want to keep power in the low kilowatts.
Overall coilgun is most versatile in terms of options, but you're a fool for not having a laser on your capital ship.
So it sounds like this is the meta current 1.1-3/15/2017 (minus the changes in power levels of railguns/coilguns).
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Post by gedzilla on Mar 15, 2017 9:15:09 GMT
- Lasers have range and are quite simply unfair against stock designs which can have all of their turrets burned off at long range even at a few dozen MW. But if you armor against lasers, it takes the bite out, also lasers tend to not be able to kill capital ships. I will ignore 100 GW user designs for now.
- Laser is amazing point defense, unless the munitions are armored against laser.
- The poor Stinger drone and other cannon armed drones tend to have their ammunition in the nose attached to the weapon. Overheat that area, and boom, no more drone. Armor the cannon, move the ammunition rearward and suddenly cannon drones can endure the light.
- Coilguns are notable due to their ability to fire very heavy projectiles which cannot be reliably armored against. If it hits, the heavy coilgun can kill. Also it is the best platform to fire micromissiles and flak/nukes.
- Railguns sandblast very well even at hundred kilowatt power levels but don't necessarily kill that fast unless it is against stock ships who put their heavy coilgun abeam their reactor. Good for point defense since most munitions cannot tolerate the sandblaster
- Cannons are mostly for when you don't feel like using a railgun or want to keep power in the low kilowatts.
Overall coilgun is most versatile in terms of options, but you're a fool for not having a laser on your capital ship.
So it sounds like this is the meta current 1.1-3/15/2017 (minus the changes in power levels of railguns/coilguns). I dont think so anymore Coilguns got pretty damn nerfed after the last update
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Post by vegemeister on Mar 15, 2017 9:47:30 GMT
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