Author Topic: Benefits/problems of an extreme range capital weapon build?  (Read 1527 times)

Korzon77

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heavier NPPCs and NL's range out to extreme range--so what are the benefits vs. problems of a design focused around reaching out and hitting the enemy behind the range of NAC's?  How would you put such a ship together?

Jellico

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Re: Benefits/problems of an extreme range capital weapon build?
« Reply #1 on: 09 January 2018, 17:10:27 »
First there is the issue of mass. A NAC30 does 0.0085 points of damage per ton. A NL or NPPC does 0.005 points per ton. Then there is fire control. A NAC takes 1 slot. To do the same damage with HNPPCs requires 4 slots. 12 for NL55s. That is fire control that you have to pay for.
So any ship that wants to be a serious player needs mass. See how a Black Lion II has similar throw weight to a McKenna despite being a third of the size. Yeah there are some other things in play. But getting 50% more damage out of your weapons helps. Also see if you can find the SCL Neko. Same problem compared to the short range chain saws.

Next you need to look at bracketing. Basic rule. For best effect:
Extreme x3
Long x2
Medium x1
Short x0
So you need 4 guns to be effective at extreme range. And you won't be any more effective than 3xNAC20s at Long range.
The other reason you bracket is to just be able to hit. Remember that you give up damage to get that accuracy bonus. So you might want to use x3 at Medium range. Just remember those twin NAC30s may be less accurate, but on average they will do more damage for less weight. The big advantage of bracketing is that you hit first and hopefully those little hits cause some vital crits.
But yeah. If you are going to play at range you need weapon bays with at least 4 weapons.

Next you want to think about how you are going to keep your enemy at range. By paying to be effective at Extreme range you give up the ability to be a monster at Medium. So you don't want to fight at Medium range.
For ships like the McKenna or Leviathan the plan is to put a lot of scary fighters down range to act as a blocking force while the capital ship goes broadside and hopes like hell it gets a critical hit before it gets bum rushed.
Running away at high thrust with rear guns is something that gets mentioned a lot. It does mean exposing your engine arcs and the accuracy bonuses of a tailing shot. But it theoretically works. It will also get you beaten up and banned from tables and we don't have enough aerospace players as it is.

Really long range fire of any sort in aerospace it all about the lack of terrain. You need to find something to get the bad guy to stop evading to make them easy to hit, and be too busy to charge you. At the same time you need to stay nice and stable for easy shooting. Even with bracketing your accuracy isn't great.

Finally think about spotters. There are two basic types. One is Naval C3. Get a spotter close and remember the quirks of your chosen weapon system. Watch out for EMC bubbles crossing your C3 lines.
The other spotter is a Small Craft or ASF with and Active Probe. They go in and neutralise a ship's defensive ECM. That can be worth +3 so well worth the effort.



I hope that is a good start for you.   


Hellraiser

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Re: Benefits/problems of an extreme range capital weapon build?
« Reply #2 on: 14 January 2018, 16:54:19 »
Unless your playing a specific type of scenario & using rolling maps, the Extreme bracket is sort of a trap, IMHO.

Only 10 Extra hexes, IIRC, and lack of NAC's makes it a very specialized/niche area.

Not that I don't like a battery of 4+NPPC or 5+NLs in support of the AC's, just that most ships really can't use it REALLY well.
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