AMMs are good as a first line of defense. An important skill with using AMMs is knowing when to override the launch settings on them. For example, I usually use cheap 2 point AMMs, set to engage both S2 and S3 missile, but when I see hybrid missiles coming in I switch from 1 AMM per missile to 2-3 AMM per missile, since hybrids are far harder to intercept.
Has anybody made small-bore anti-ship missiles work? I want to be able to shoot holes in the enemy with countermissile-sized weapons but the numbers don't look great on a first draft.
If that's true they really should change the strings, since those specifically assert it can be effective against small ships.They don't work for that. You get at best 5km or so range, plus an anemic warhead. That's on purpose because the main dev doesn't want people using S1s to kill ships.
If that's true they really should change the strings, since those specifically assert it can be effective against small ships.
I think it might be true. You can get them up to high enough speed to use the kinetic penetrator head that's normally reserved for sprint missiles, with enough penetration to defeat up to destroyer or even light cruiser armor and damage stats comparable to an entire turret-full of 450 HE shells. The range is bad, of course, but it's blazing fast by non-sprint standards.
I dunno if 'spikes corvettes at less than 6" gun range' is a worthwhile role for a missile, but I'm really tempted to play with it.
Given we got the Sarissa specifically to snip Hybrids before they go terminal, and the Stonewall for more dakka, yeah.
Isn't EO targeting really expensive for such a throw-away munition?One of the first missiles I designed was the M 101 Sandstorm.
Size one, HE, electro optical targeting. Intended use: Fire a swarm at the enemy to see what happens (they're a bit short ranged for this to be fully functional, currently they're knife fighting range missiles, block 2 is going to have to be designed for longer range).
If enemy PD doesn't waste missiles on them (ie - don't have missiles or are properly configured), they either run into stonewalls or inflict some light HE damage on the enemy, soften them up for killing missiles.
If the enemy PD isn't properly configured, they deplete munitions and allow me to mask actual shipkillers, like the M 201 Darude.
Aye, my own experience I've had is Auroras are decent, as long as you've got enough Auroras, and all other PD is insufficient.Sarissas don't work as well in that role as AMMs. Their base 8 second RoF, relatively short-range, slow traverse speed, occasional misses, and inability to handle terminal maneuvers mean that any raid size greater than a very low single-digit number is going to have leakers. Alternatively you can take a VLS and some cheap S1 AMMs and have greater number of guaranteed hits during a swarm raid at the cost of longevity, but with the added benefit that AMMs are also one of the better answers to terminal-stage leakers.
Given the absolute terrors that S3Hs can be with their speed, damage potential, and support modules, the answer to them needs to happen before they stage 80% of the time. After that point they're going to overwhelm anything else if it is more than a very small number of them getting through.
Currently I'm not designing to be cost competitive, which means I tend to use very expensive designs.Isn't EO targeting really expensive for such a throw-away munition?
Even Auroras will come up short if a lot is invested into the missiles. The jammer or decoys absolutely ruin the Aurora's ability to handle large numbers of missiles. The changes to battleshorting them also mean you can be swamped by pure numbers if the salvo is large enough (a 10 missile salvo CL can push 6 - 8 hits through 12 auroras with 20 missiles).Aye, my own experience I've had is Auroras are decent, as long as you've got enough Auroras, and all other PD is insufficient.
The PD controller assigns PD in order of most to least expensive, assigning targets ordered first by highest speed and secondly by largest missile. The missile decoys count as S3 to PD controllers. S2H count as S2, and S3H count as S3. Also missiles heading for the ship are always higher priority than missiles that aren't heading straight for the shipI think it'd work better if players could set PD engagement logic for individual ships and weapons and if we were given more options for assigning behaviors. So that you wouldn't end up with situations where your Auroras end up using up all their cycle time on something which would have been easily intercepted by a Defender or using long-range S2 AMMs on targets just outside of your S1 AMMs range. Instead you could tell the Sarissas to engage things farthest away first and work their way in, while the defenders handle the closest things first and work their way out, with Rebounds/Stonewalls going after the slowest, and Auroras targeting anything moving fast. You can kind of do that with missiles already, but only by creating new variants of the missiles and assigning them different logic, and even then you don't have all the functions needed to create a coherent layered defensive.
Unrelated: I beat Apocal because he was too afraid of ESM and left his radar off, so I got 3x PD-heavy gun CLs to 4.5km and erased all of his missiles and torpedoes before their engines even turned on. He got one successful salvo off and didn't knock out anything critical on the one ship he hit.