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Missile : Base Damage : DM
qf1/2 : 40 : DM=14
qf3 : 50 : DM=14
seek1/2 : 60 : DM=04
seek3 : 60 : DM=04
df1 : 100 : DM=04
df2 : 125 : DM=04
df3 : 150 : DM=04
Let's take a look at those DM's
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DM : light: medium: heavy: utility : Shield
04 : 1.00 : 1.00 : 1.33 : 0.50 : 1.00
14 : 1.00 : 0.85 : 0.25 : 0.25 : 0.50
One of these things is not like the other.
One of these things is total crap.
Can you tell which thing is not totally crappy
By the time I finish my song?
C'mon Class, together.
Let's see what the real damage is
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Missile : Lt dam : Med Dam: Hvy Dam: Utl Dam: Shield
qf1/2 : 40 : 34 : 10 : 10 : 20
qf3 : 50 : 42.5 : 12.5 : 12.5 : 25
seek1/2 : 60 : 60 : 80 : 30 : 60
seek3 : 75 : 75 : 100 : 37.5 : 75
df1 : 100 : 100 : 133 : 50 : 100
df2 : 125 : 125 : 167 : 62.5 : 125
df3 : 150 : 150 : 200 : 75 : 150
That's right. Seeker does a little under twice the damage of quickfires. That means that for every seeker that hits, Quickfire has to hit twice. Also, you can't look at me with a straight face and say that quickfire does burst damage when one dumbfires does three times the damage of a quickfire. Burst damage, hehe. Dumbfire 3 has some tracking too (Not good tracking, but some).
Everything is light hull right?
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Fighters : Light hull : With Shield
Interceptors : Medium Hull : No Shield
Stealth Fighters : Light Hull : No Shield
Scout : Light Hull : With Shield
So quickfires do reduced damage to interceptors and highly reduced damage to fighters and scouts shield. It seems that Quickfires only do full damage to stealth fighters. I will now concede that if you are having trouble dogfighting stealth fighters in your fighter, that firing quickfires at yourself to create a shield that might absorb incoming hunters is a viable option. You might also want to try flying in squares; a challenge, I know.
Let's see how well it can get to it's target..
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Missile: lifespan: cm resistance: acceleration: turn radius: mass
qf1 : 5 : 0.90 : 78 : 6 : 0.5
qf2 : 5 : 1.15 : 86 : 8 : 0.5
qf3 : 5 : 1.40 : 94 : 10 : 0.5
seek1 : 6 : 1.00 : 60 : 0.96 : 1.0
seek2 : 6 : 1.25 : 60 : 1.13 : 1.0
seek3 : 7 : 1.50 : 60 : 1.31 : 1.0
df1 : 4 : 3 : 100 : 0.61 : 1.0
df2 : 4.5 : 3 : 100 : 0.70 : 1.0
df3 : 4.5 : 3 : 100 : 0.79 : 1.0
So, you are going to be firing at greater than twice the rate (and therefore have twice as many missiles in the air to get the chaff check) and your quickfires have a crappy cm resistance. Yeah, this is going to work swell. Not only that, they also turn insane so if they do get chaffed, theres not going to be any accidental hits. Only good things here about quickfires is the low amount of time spent in the air.
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Sig modifier loading Quickfire: 0.75
Sig modifier loading Seeker: 0.5
Seeker wins here. It's not entirely relevant but it's noticable.
Alright.
Vortog: They're good against ints? You think doing half the damage of seekers and a third of the damage of dumbfires is good against ints? You think increased susceptibility to chaffing is good against ints?
Andarvi: Nans on a bomb run? You find that doing a third of the damage of seekers and a fifth of the damage of dumbfires is good against nans on a bomb run? You think those quickfires are also good against the _BOMBER_ too or are you just gonna kill all the nans?
Drizzo: Burst Damage? Really? Are you having that much trouble hitting with dumbfires?
Vortog: You can agree with yourself to do whatever you want to do. I however, have lots of shiny numbers and examples to support my argument, which usually makes things more compelling. Have fun agreeing to agree.
TurkeyXIII: You caught me, kind of.
Could somebody calculate the maximum speed that quickfires, seekers and dumbfires get upto at the end of their flight? It has consequences on how easy it is to simply run away from the missiles.
I'm gonna study now.