11079 missile blocksWhat's the size of the weapon groups? I can test it in my world and see what comes up.
I had a similar bug before. I don't remember what caused it or how it went away. But yes if you can come up with 75mil power, you should have quite the doomsday weapon there.
I plugged those numbers into an excel file someone made, and according to that, it takes a little over 200mil to fire. I also tested it in game, would not fire with 195mil power, but would with 210mil power. The ingame display is wrong, you need a lot more.11079 missile blocks
7100 beam blocks
3750 overdrive blocks
Good god, the ingame display is way wrong. Thank you so much!!I plugged those numbers into an excel file someone made, and according to that, it takes a little over 200mil to fire. I also tested it in game, would not fire with 195mil power, but would with 210mil power. The ingame display is wrong, you need a lot more.
The offensive overdrive effect is good to pack a lot of punch in a small turret, but for such a big weapon it's far too power hungry, unless it's a pure alpha weapon.Good god, the ingame display is way wrong. Thank you so much!!
Edit: and now i have to rethink this ships primary weaponry...
truthfully I was already considering changing it to either a cannon cannon setup or a beam setup of some kind. not sure which one is better for such a massive vessel though.Overdrive is your issue here, also, i REALLY suggest you DONT fire that size of missile. Its highly innefficient, and an AMS turret will shoot it down. Because Missile have a Maximum radius, they have a hard cap as to how many blocks they destroy per missile per volley.
You need as few as 350/350/350 Missile-beam-Pierce PER MISSILE OUTPUT to get MAX sized holes in exposed systems (Pierce adds +5 radius to 17r), and leave a pretty good hole when it hits armour and systems below. It does even more damage when the AHP has been depleted. (this should be around 1m damage in the Weapons menu per missiles)
As for explosive, this is about 750/750/750 missile beam explosive to leave a max sized hole inside system blocks. It does mediocre damage up until the AHP has been depleted when it hits external armour, then it gets very Strong hitting. (EEXP effect adds +10 radius, for 22r) (this should be about 2m damage per missile in the ship weapons menu)
As for Overdrive, you can use as little as 250/250/250. Overdrive does 3x the power for 6x the cost, for an overall drawback of 1/2 as efficient weapon. I advise you keep away from Overdrive until you know extensively when and where to use each effect. (Overdrive also adds +10 to the radius, making it literally an Explosive missile with 3x the power, and 6x draw).
More total modules on a missile only adds more guarantee to kill all blocks in radius, it adds no more block damage beyond its radius. You can cause far more damage on that system by firing 4 smaller Explosive rockets, etc. Just be aware good AMS systems will ruin your missiles.
Anti-shield missiles dont need to be multiple rockets, however the alpha is harder to shoot down if its a bunch of smaller missiles
that was close to what I was thinking actually, im going to be expanding the ship some more anyways to make room for some more modules, but, I wanted at least one spinal gun up front so I could have something to fire off an initial volley at the start of an engagement. might be able to work in both of those systems you've said with the upgrades, ill see what I can do!I'd split it into a core beam/beam/ion or shield-drain/beam that takes a little more than your after-thrust energy/sec, and a dozen mis/pulse/explosive block-killer nukes.
Ship in the millions of structure should have most of it's DPS in self-powered turrets IMHO. Big ships just can't maneuver well enough to use spinals effectively.
I'd avoid beams as first strike weapon due to their short range.that was close to what I was thinking actually, im going to be expanding the ship some more anyways to make room for some more modules, but, I wanted at least one spinal gun up front so I could have something to fire off an initial volley at the start of an engagement. might be able to work in both of those systems you've said with the upgrades, ill see what I can do!
is their range really that terrible? most of my designs use cannons/something as their primary anywho due to the faster fire rate and lower power drainI'd avoid beams as first strike weapon due to their short range.
Default range is half that of cannons. There are range increasing slaves, but they can be used with cannons as well. However, weapon ranges are defined relative to sector size. With default sector size unslaved beams have only 1 km range, which I'd describe as basically useless. On servers with far bigger sectors, on the other hand, beams can outreach the effective range of cannons due to their hitscan ability.is their range really that terrible? most of my designs use cannons/something as their primary anywho due to the faster fire rate and lower power drain
Thats...thats kinda gross actually, guess ill use cannons for now. Thank you very much!Default range is half that of cannons. There are range increasing slaves, but they can be used with cannons as well. However, weapon ranges are defined relative to sector size. With default sector size unslaved beams have only 1 km range, which I'd describe as basically useless. On servers with far bigger sectors, on the other hand, beams can outreach the effective range of cannons due to their hitscan ability.
Beams have their uses, especially against very small targets. And the default sector size might be increased in the future.Thats...thats kinda gross actually, guess ill use cannons for now. Thank you very much!
Is cannon cannon piercing any good, for a spinal weapon? or should i go cannon, pulse, ????? never built a spinal weapon, most of my primary weapons are missiles of some kind.Beams have their uses, especially against very small targets. And the default sector size might be increased in the future.
That doesnt sound to bad actually, decent enough range, and it can be complimented with some turret firepower too.Beam beam has a 1.5 sector range which with ion effect makes a great alpha weapon