Advanced Hailstorm AMS Turret
This AMS system is designed to work around some of the normal AMS limitations.
Accuracy Limitation
All normal AMS systems use a rapid fire cannon/cannon system. The Bobby AI puts lead on the missile and fires at a random point around that. This prevents core drilling. The Bobby AI also always uses focus fire so its aiming multiple barrels at the same point so they will pretty much either all hit or miss. This results in a AMS turret that generally generates 10 random shots at the target per second. To overcome this limitation this AMS system has 5 extra docked Bobby AI systems with rapid fire cannon. The core bobby AI controls the actual turret movement the other 5 point in the same direction. Since there are separate Bobby AIs generating the shots this results in 60 random shots per second giving this turret the same chance as 6 normal AMS turrets of shooting down a missile.
Range Limitation and rotating to engage
Most AMS systems will only begin to rotate to engage a missile once its inside its cannon range usually 1 x sector size. To get around this the core turret AI has a missile/beam system causing the turret to engage at 3.2 x sector size. This will give the turret more time to rotate around to engage against long range attacks. That core turret will also fire with its rapid fire cannon while the incoming missile is out of range. The other 5 Bobby AI rapid fire cannons will wait until the missile is in range. The missile is setup to be destroyed by its own rapid fire cannon unless you have turned disabled the server setting for shooting your own faction missiles down. This means it shouldn't leave missile trails back to it. Also to rotate to engage initial missiles faster have multiple AMS turrets facing in different initial directions.
Fire Arc/Recessed
The turret comes with a advanced armour mounting base with shields/regen/power and some thrusters. The rail docker is centered in the middle facing forward. It is designed so that one layer of armour fit over the top of the mount with just 2 levels of turret above the hull. The turret has full 360 degree rotation in both axis so its fire arc is only limited by the actual mounting base and ship hull. You can remove the mounting base to maximise its firing arc but it leaves the turret very vunerable to weapons fire.
Due to the compactness of the system some critical systems are exposed and the turret will take critical damage quickly when not covered by shields. Each component has a 1 shield recharger to use the built in 220 shields. The mounting base comes with 10k shields and 60/sec recharge to help when the main ships shields are under 50%.
Due to the new patch this AMS system should be more effective at taking down massed swarms of missiles.
This AMS system is designed to work around some of the normal AMS limitations.
Accuracy Limitation
All normal AMS systems use a rapid fire cannon/cannon system. The Bobby AI puts lead on the missile and fires at a random point around that. This prevents core drilling. The Bobby AI also always uses focus fire so its aiming multiple barrels at the same point so they will pretty much either all hit or miss. This results in a AMS turret that generally generates 10 random shots at the target per second. To overcome this limitation this AMS system has 5 extra docked Bobby AI systems with rapid fire cannon. The core bobby AI controls the actual turret movement the other 5 point in the same direction. Since there are separate Bobby AIs generating the shots this results in 60 random shots per second giving this turret the same chance as 6 normal AMS turrets of shooting down a missile.
Range Limitation and rotating to engage
Most AMS systems will only begin to rotate to engage a missile once its inside its cannon range usually 1 x sector size. To get around this the core turret AI has a missile/beam system causing the turret to engage at 3.2 x sector size. This will give the turret more time to rotate around to engage against long range attacks. That core turret will also fire with its rapid fire cannon while the incoming missile is out of range. The other 5 Bobby AI rapid fire cannons will wait until the missile is in range. The missile is setup to be destroyed by its own rapid fire cannon unless you have turned disabled the server setting for shooting your own faction missiles down. This means it shouldn't leave missile trails back to it. Also to rotate to engage initial missiles faster have multiple AMS turrets facing in different initial directions.
Fire Arc/Recessed
The turret comes with a advanced armour mounting base with shields/regen/power and some thrusters. The rail docker is centered in the middle facing forward. It is designed so that one layer of armour fit over the top of the mount with just 2 levels of turret above the hull. The turret has full 360 degree rotation in both axis so its fire arc is only limited by the actual mounting base and ship hull. You can remove the mounting base to maximise its firing arc but it leaves the turret very vunerable to weapons fire.
Due to the compactness of the system some critical systems are exposed and the turret will take critical damage quickly when not covered by shields. Each component has a 1 shield recharger to use the built in 220 shields. The mounting base comes with 10k shields and 60/sec recharge to help when the main ships shields are under 50%.
Due to the new patch this AMS system should be more effective at taking down massed swarms of missiles.