Guided Ordinance (missiles and torpedos)

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forsaken1111
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Post by forsaken1111 » Mon Sep 18, 2006 3:03 pm

Hiver missile destroyers can hold up to 5 launchers each. : )
It's pretty when they all cook off.

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Penance
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Post by Penance » Mon Sep 18, 2006 3:06 pm

lol, i sometimes equip my Tarkaa Missile DN's with between 35-40 missiles, although im going to change my standard AM build so all the large turrets are beams, missiles in all the med turrets. Lots of fun, but you have to be careful where you place your Deflector cruisers. it isnt fun to lose half a salvo to your own ship's sheilds. :P
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Chernobog
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Post by Chernobog » Mon Sep 18, 2006 4:46 pm

Valdrog wrote:"7 missle launchers? Hah. My version (hiver, with fusion or AM) has 15 launchers. And could go up to 16, if you used a battle bridge instead of a hammerhead."

16 Missile launchers on a cruiser ?? how the heck were u able to fit so many in there ?? I play Hivers to, just havent gotten far enough in the game me and my friends are playing to get DNs yet, i can see it on a DN, and once is done researching in 2 turns ..i will >:)

Hammerhead: 3 medium (BB 4 medium + 2 heavy beams)
Armor: 4 medium, 1 large
AM: 4 medium, 1 large (fusion 6 medium)

Using two-tube missile mounts on the heavy slots...6 launchers each on armor and engine, three or four on bridge.

I've contemplated the 5-tube DD, but you'd have to use an expensive AI command section. Without any medium weapons able to benefit from it. Didn't seem worth the huge price hike from the 4-tube DD

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Imperator
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Post by Imperator » Wed Oct 04, 2006 6:36 am

Are there any plans to some how increase missile dispersion? I hate it when I walk into a system with a swarm of destroyers, and my missile 'naughts and cruisers go after them in ones or twos.

Also, I feel a desperate need for a tech that increases missile rate of fire. I loves me some missiles.

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Blazer
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Post by Blazer » Wed Oct 04, 2006 1:41 pm

Check #12 on this thread for a little help with that problem with missles.

http://www.kerberos-productions.com/for ... php?t=2975


As far as firing more rapidly... Missles can get very powerful in last tech games. Anti matter nukes with micro fussion drives can really really hurt. There has to be some limit on it.
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adiuvat

fission/fusion warhead damage increase

Post by adiuvat » Fri Oct 13, 2006 11:27 am

I wanted to see how much of a difference the warhead upgrade made, so I looked at the design page for my DD with missile launchers pre-research complete, and then looked at it post. Same damage (incidentally exactly the same as a UV laser, pre and post). Is this just a display bug? Ie does the missile "damage" stat mean nothing?

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Nspace
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Post by Nspace » Fri Oct 13, 2006 4:37 pm

The design page (and research page) bar graphs are generated off of the default missile relative numbers, not the actual missle stats. Upgrading the missile warheads does upgrade the missile damage, but does not change the bar graphs. It's been suggested that Kerberos change that in the future, but there might not be an easy way to do so.

The actual numbers for missile damage are:

Code: Select all

   // damage mods (% increase)
   //
   WEP_NukeWhd_DamMod   0.50
   WEP_GmaWhd_DamMod   1.00
   WEP_FusWhd_DamMod   2.50
   WEP_AmWhd_DamMod   4.00


So to get the damage for a missile you would use this formula:

Code: Select all

Base Damage + (DamMod x Base Damage) = Total Damage


This gives you (using ship missiles, planet missiles hit harder) :

Code: Select all


Starting missiles (nukes) = 40
Shaped Nukes              = 60
Gamma Warheads            = 80
Fusion Warheads           = 140
Antimatter Warheads       = 200
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Kaorti
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Post by Kaorti » Thu Jun 14, 2007 10:09 pm

Anyone had much experience with corrosive missiles? I've been trying to use them, both on CRs and on Zuul CR sats. Is there any way to get them to fire automatically? Since I dont have control of stats until after all my ships are destroyed, it seems like they wouldnt work very well...
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Darloth
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Post by Darloth » Thu Jun 14, 2007 10:17 pm

Right now they don't. I think they're going to update both det-torpedoes and AoE missiles to autofire when on satellites, see the detonating torpedo topic here

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Sevain
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Post by Sevain » Mon Sep 24, 2007 10:10 pm

No crossposting, please.

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Brent15
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Post by Brent15 » Thu Nov 29, 2007 2:42 am

So missile upgrades are automatic. . .does the shaped nuclear warhead tech only affect regular nukes? If I already have fusion warheads it wouldn't help to get that tech?

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bmac4417
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Post by bmac4417 » Thu Nov 29, 2007 2:45 am

No, it wouldn't help to get shaped nuclear if you already have fusion.
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manty5
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Post by manty5 » Thu Nov 29, 2007 2:55 am

Bmac is correct, and that extends to gamma warheads as well.

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xRei
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Post by xRei » Thu Nov 29, 2007 2:41 pm

Although shaped and gamma improve the damage of nuclear mines as well, but no fusion and above however.. So you could have fusion missiles and nuclear mines with shaped/gamma upgrades, perhaps if you went up the missile tree without waiting for fusion engines..
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Brent15
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Post by Brent15 » Fri Nov 30, 2007 12:21 am

Great! Thanks for the quick and thoughtful replies. :)

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