How many advanced layers was that btw:? Did it have defensive effects on?
6, and I don't believe so.How many advanced layers was that btw:? Did it have defensive effects on?
my ships the same from the other video, but the block dmg beams are turned off to keep from messing up the test.How many advanced layers was that btw:? Did it have defensive effects on?
LOL! That was funny, a paperweight.there are way better ways of blunting missile impacts than turning your ship into a paperweight.
I feel like these test could be a tad more controlled and thorough.
of course they could, but that wasnt the point.I feel like these test could be a tad more controlled and thorough.
Doesn't mean much if you don't show us how large the missile groups are - and judging by the crater sizes, the amount of firepower you unleashed against that brick is far, far, far more than any ship of equal size to that brick should ever be fighting.
All of the missiles struck roughly the same places on a very small cube with armor that's only thick enough to eat a 15k module missile/pulse/piercing from a 50k mass missile boat.that much armor
Well this sounds like a case of people not liking being told they are wrong, because I know for a fact that you are not a clueless noob.This is nothing more than a showcase of what happens when you hit a light frigate with dreadnought missiles.
Doesn't mean much if you don't show us how large the missile groups are - and judging by the crater sizes, the amount of firepower you unleashed against that brick is far, far, far more than any ship of equal size to that brick should ever be fighting.
This is nothing more than a showcase of what happens when you hit a light frigate with dreadnought missiles.
just showing 5-7 layers of adv armor isnt worth its stat weight, and doesnt completely block squat. repeated the test on a ship 5x its size with same adv armor layering, and almost as much total ahp as the original 500k+ mass despoiler. it still blew up.The ship being kaboomed is basically a shield capacity tanked ship spamming self sufficient turrets for offense, and it's being slapped around with missile spam. The missiles used in that would be completely blocked by 5 to 7 meters of advanced armor (outside of netcode tomfoolery which can rarely result in missiles exploding internally rather than externally), and it has more than enough space to have 5 to 7 meters of advanced armor all around including on the turrets at the cost of maybe 20mil shield capacity and some alpha damage. Even without armor HP, a warm coat of advanced armor can completely nullify the first salvo of missiles.
... "The missiles used in that would be completely blocked by 5 to 7 meters of advanced armor"Going with an "all or nothing" armor scheme, 6 meters qualifies as the "nothing".
My philosophy has always been that armor is primarily a way to defend against non-meta cannons and beams. (Though 'really' thick armor can defend even versus meta weapons in many cases.) Versus missiles, the main defense is a game breaking quantity of AMS turrets and maybe a wide waffle of 1/1 cannons firing through the nose. A single layer of (docked) advanced armor surrounding a ship will give a ship a 45 second breathing space in most cases. Having a few such layers on the nose, interspersed with "RP" space to create a space buffer, will stop several warheads that penetrate the AMS, and if it's a docked hull, might keep the shields up.just showing 5-7 layers of adv armor isnt worth its stat weight, and doesnt completely block squat. repeated the test on a ship 5x its size with same adv armor layering, and almost as much total ahp as the original 500k+ mass despoiler. it still blew up.
There are a handful of ships out there that are built from the ground up as specialized anti-missile boat ships. These ships can kite missile swarms and waffle them once they get all grouped together for very little effort. I've seen ships fire over 100 missiles per salvo and not land a single hit against them. I've also know that missiles tend to start to glitch out way before 500 missiles in real battlefield situations; so, while that salvo might look good on paper or perform well in a controlled fire scenario, once you start throwing out all the weapon outputs of a real battle, most of those missiles will simply freeze up and do nothing. (no AMS needed)It is very true that no amount of AMS will stop a salvo of 500 missiles (most of which would be just decoys), and versus such a dedicated glass cannon, missile boat that gets off a shot, there is little to be done. This is not an error however of shipbuilding strategy on the part of players, but an error of design by the developers.
I suspect the missile swarms you are talking about here are seeker swarms (missile/missile). I doubt such a ship's ability to kite the seekers I build. Each missile gets two missile computers but only the primary gets missile modules, so they are one warhead, full speed. I just build a couple of hundred of them, most of which are one module decoys, and launch them with logic. They launch to the four sides, making them quite impossible to engage with a single waffle pattern.There are a handful of ships out there that are built from the ground up as specialized anti-missile boat ships. These ships can kite missile swarms and waffle them once they get all grouped together for very little effort. I've seen ships fire over 100 missiles per salvo and not land a single hit against them. I've also know that missiles tend to start to glitch out way before 500 missiles in real battlefield situations; so, while that salvo might look good on paper or perform well in a controlled fire scenario, once you start throwing out all the weapon outputs of a real battle, most of those missiles will simply freeze up and do nothing. (no AMS needed)
EDIT: this is not to say, missile swarms aren't usually a good tactic, but it does have a hard counter that is becoming increasingly more common.
you suspect wrong. =DI suspect the missile swarms you are talking about here are seeker swarms (missile/missile). I doubt such a ship's ability to kite the seekers I build. Each missile gets two missile computers but only the primary gets missile modules, so they are one warhead, full speed. I just build a couple of hundred of them, most of which are one module decoys, and launch them with logic. They launch to the four sides, making them quite impossible to engage with a single waffle pattern.
Missile/beam missiles might be more able to be engaged with a waffle fire, but I have found that mine for some reason zig zag quite a bit, making them hard to hit. While they are turret launched, they are launched from turrets concentrically arrayed around my ship, so they do not all come in a straight stacked line, again making them difficult to hit with a waffle. And they most certainly cannot be kited.