It also didn't explain why anti-fighter rocket system never shot fighters.
After a very quick sanity check: they do. If you have a specific simulator matchup where you feel they should and they don't, I'd be happy to take a look!
My statement came from my early Starsector experience, 10 months ago. I felt that result of this weapon is non. I just repeated my feeling without precise data. Well, here it is:
I confirm, the
Swarmer shoot fighters, that is correct. But they dont kill fighters. Precisely speaking, efficiency of "dedicated anti-fighter rocket system" is close to zero.
Here is a ship I used to test: (no pilot set, at the combat start > turn on AI, that is all, no other input)
https://i.imgur.com/4xD1bZq.pngHere is a Detailed battle results:
https://i.imgur.com/jTOmKku.pngGet noticed, in 703 seconds long fight, all 2x80=160 rockets was used for whooping 9 fighter kills. Which is 7,5% of total fighters shot down.
Funny enough, thanks to rocket to rocket collision mechanic it accidentally took down 13 opponents rockets, which is 7,3% of total rockets taken down.
Result of the "dedicated anti-fighter rocket system" is >> it is almost
same successful in taking down opponent rockets accidentally as shooting down fighters intentionally. My observation why hit rate is so low:
1. Ship has no Weapon AI officer, rather each weapon has his very own control, it means overkill is real. When Swarm rocket system is activated, also other weapons acquire the same target, result is >> at the moment rockets reach the Fighters, they are killed by HVD and PD lasers. >> Rockets has no kill and flux is piling up.
2. Swarm Rocket AI do not check the speed of target or vector of speed. As result, about half of rockets is fired at fighters who are leaving perimeter. >>> Fighters left perimeter, rockets cant catch them so they harmlessly disappear in space.
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Ideeas how to fix it
1. develop a Ship Weapon AI officer. A logic controlling weapon resources to reach better efficiency. It would make sense to mmake it a game mechanic in a form - Only Piloted ships gets Ship Weapon AI Officer. Optionally makes it a fleet skill.
It is costly project for several month.
2. change Swarmer AI as fallows:
- add range deetection and priorities for different targets (see my previous post)
- rise up rocket speed about + 50%
3. add Saving logic
- a] cheap to implement - add logic it fires at Fighters which vector of speed compared to the ship vector of speed makes they are getting closer. Never fire a rocket at fighter which vector of speed compared to the ship vector makes they are splitting.
- b] better but more expensive - add logic prediction >> fire only if the Swarmer can catch fighter before he leaves perimeter. Sounds unfair, but it fits in. Get noticed, it is DEDICATED weapon system, we can expect it has specialised computer+radar.
Conclusion:
Swarmers could be interesting weapon for certain ships. For example, lovely pair of rabbit hunters eagle/falcon.
Unfortunately, at the moment Swarmers are just trap. It is only useable in very early game (an hour) when player has nothing. Probably worst weapon in whole game.