Guided Ordinance (missiles and torpedos)

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Mecron
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Guided Ordinance (missiles and torpedos)

Post by Mecron » Tue Jul 25, 2006 6:25 am

Your place to ask questions and make observations about Guided Weapons in the Sots Universe. This includes Medium turret class missile launchers, Special Mount Torpedos and Planetary Defence ICBM's.

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Post by Reporter » Fri Jul 28, 2006 4:04 pm

Are torpedoes intended to be deployed when fighting the larger classes of ships, such as cruisers and dreadnaughts? I ask because in the demo they seem to be of limited use against fast moving destroyers.

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Glacialis
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Post by Glacialis » Fri Jul 28, 2006 5:20 pm

They work as artillery, for me. Put a fire control module onto a torpedo destroyer -- FC modules only work for the ship they're on, yes? -- and you'll hit a lot more. I managed to nail an equally-sized group of Tarka DDs with three torpedo/fire control DDs. Not counting missiles, I ended up trashing four of their destroyers before contact was made. Before the FC modules, a pair of torpedo DDs still managed to destroy one and cripple another. Sure, their shots missed half the time, but wow -- best damage I could deal at that point!

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Post by Nspace » Fri Jul 28, 2006 5:53 pm

Reporter wrote:Are torpedoes intended to be deployed when fighting the larger classes of ships, such as cruisers and dreadnaughts? I ask because in the demo they seem to be of limited use against fast moving destroyers.


Torpedo destroyers (as well as Spinal Mount destroyers) are better at hitting slower targets, so they are more effective at fighting Planets, cruisers and dreadnaughts. But as Glacialis mentioned, if you can hit a destroyer with a torpedo, it is devastating. :)
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Grumlen
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Post by Grumlen » Fri Jul 28, 2006 9:32 pm

I found outfitting my Torpedo ships with Elecrtomagnetic Pulsars and Fire Control command sections to be a lot of fun. Watching enemy ships spiral out of control as though they'd been hit with 8 Mass Drivers is a lot of fun.

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TheDeadlyShoe
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Post by TheDeadlyShoe » Fri Jul 28, 2006 10:02 pm

I'm curious - Just how effective are the warhead upgrades? And do they effect planetary missiles?
These unfortunate people here will be instantly killed. This circle, which I am sad to say we are in, will experience a slower, considerably more painful death.

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Post by Mecron » Fri Jul 28, 2006 10:42 pm

very...and yes.

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Post by tacobellkiller » Sat Jul 29, 2006 10:34 am

I have a question about torpedoes on the larger ship classes. It shows that on cruiser and dreadnouts that you can put torpedos on both the command and mission section, can you put 2 torpedo sections on the same ship? Also what do you get from putting torpedo sections on the larger ships? I'm guessing you get more launchers but I haven't seen that written anywhere yet. I'm thinking maybe 2-3 torpedo launchers for a cruiser mission section and possible 5-6 for a dreadnout mission section but I'm just quessing here. Any info would be appreciated.

Also echoing earlier comments I find the torpedos not the be very effective against the destroyers, but that doesn't suprise me at all. They are a slow but heavy weapon. However the plasma torp definatly worked well against the swarm hives and seem to do well against planets, not as well as the dedicated planet killers but you can wipe out a planet fairly quickly with enough. If you don't mind losing all the infrastructure of course. The only one of the torpedos I found to be effective against the destroyers was the photonic torpedos, most likely because the travel speed of the projectile is very fast

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Post by oogs » Sat Jul 29, 2006 6:04 pm

I think that the torpedoes on larger ships might go on turrets instead, or something like that.


Also, the photonic torps might be more effective than other torps against DEs, but they still miss a lot. I've found that - aside from emitters and mainelayers - the best way to fight is to get up close and personal with the DEs. At least in the demo.

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Post by Glacialis » Sat Jul 29, 2006 6:08 pm

And the Tarka LOVE up close and personal. Bah! Wiped out my max-tech destroyers at 2:1. :(

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Post by Mecron » Sat Jul 29, 2006 8:29 pm

Up close and personal is always how to deal wiht destroyers, that is how they manage to survive :wink:

Torpedos are ALWAYS a special mount but there are cruiser and dread sections which carry mulitple tubes. Seeing a Liir Assault/Barrage dread launch 8 anti-matter torps at once can be a lil scarey.

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Post by roy7 » Tue Aug 01, 2006 12:38 am

I've seen some comments that a ship with missiles won't stay at max missile range under 'stand off' but will move to ballistic/laser range. I wanted to check if that's the case or not?

And to confirm, 'stand off' will keep you at max torpedo range for any of the torpedo techs?

Thanks!

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Mecron
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Post by Mecron » Tue Aug 01, 2006 12:54 am

Sometimes a ship gets into a state where it can't decide the optimal standoff distance between one long rang weapon and lots of short range weapons. Its being looked into now :oops:


But as designed and in most cases, yes...you are correct in your interpretation. Of course in the case of torps the decisions to truna nd bring the torp to bear will often cause the distance to the target to shorten.

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Post by roy7 » Tue Aug 01, 2006 1:30 am

K cool thanks.

Another long-range weapon question then. Are any of them on turrets, so the ship can fire them regardless of heading (like a missile) and not needing to stop and turn around when maintaining 'stand off'?

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Mecron
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Post by Mecron » Tue Aug 01, 2006 1:38 am

nope torp tubes are embedded in the hull...they are a VERY powerful tech :wink:

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