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Author Topic: Missile Combos  (Read 1392 times)

Thaago

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Missile Combos
« on: August 15, 2024, 04:42:21 PM »

I recently stumbled across an early game missile combo that is working very well: Salamander + Swarmer in a single, linked, group, with no other weapons.

There are two big improvements: the AI will fire the swarmers far, far more often - almost all the time - and at longer ranges than normal. Like many other guided missile weapons, swarmers have a longer flight time than their default range, so firing them from beyond normal range works well (can sometimes flame out vs very fast enemies, but oh well). The other big improvement comes from the fact that while Swarmers attack from the front and sides, Salamanders try to attack from the rear. AI ships have a very hard time dealing with both at the same time, so they are often either letting the Salamanders through or the Swarmers, neither of which is healthy for early game ships.

In terms of ships I'm using this on: the starter wolf and a flock of kites to start with, and I'm planning on keeping the theme going with larger gunships that have the right number of slots.

There are also some other classic combos: Locust + Squall in one group for many of the same reasons as above, and Sabot + Harpoon in different groups for shield overload + finisher.

Anyone else have good combos they've found?
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Siffrin

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Re: Missile Combos
« Reply #1 on: August 15, 2024, 06:00:31 PM »

The Hydra causes omni-shield AI to freak out so much I suspect it might be a bug and I'm curious about what would happen if you were to launch Harpoons as well. The AI perceives the Hydra as a threat so high it would rather tank HIL beams in order to block the DEMs and I wonder if Harpoons may be ignored as well.

Edit: Here's the post with the video link showcasing the AI freaking out over the beam missiles.
https://fractalsoftworks.com/forum/index.php?topic=29236.0
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Gods most reckless Odyssey captain.

Killer of Fate

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Re: Missile Combos
« Reply #2 on: August 16, 2024, 03:31:34 AM »

The Hydra causes omni-shield AI to freak out so much I suspect it might be a bug and I'm curious about what would happen if you were to launch Harpoons as well. The AI perceives the Hydra as a threat so high it would rather tank HIL beams in order to block the DEMs and I wonder if Harpoons may be ignored as well.

Edit: Here's the post with the video link showcasing the AI freaking out over the beam missiles.
https://fractalsoftworks.com/forum/index.php?topic=29236.0
this feels like it's caused by the Hydra DEM not being marked as DANGEROUS in the weapon file, and also the AI treating it as a very dangerous projectile. It's negligence to retreat away from it whilst at the same time treating it as a serious threat that can attack it at any angle causes the ship to expose itself to damage.
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Mishrak

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Re: Missile Combos
« Reply #3 on: August 16, 2024, 06:18:29 AM »

I feel like the most classic combo is Squall + Harpoon, especially on something like a Gryphon.  Linking those together is some of the most oppressive missile spam, even after all the nerfs.

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Sandor057

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Re: Missile Combos
« Reply #4 on: August 16, 2024, 01:18:27 PM »

It's a one-trick pony, but SO Enforcers are very qualified to get in close and unleash double Sabot racks then double Reapers. It has quite a bite and can be a pain (if not outright KABOOM) to most things... if it works.
When it does, works well with reckless officers. PPT is not an issue as you can at most get two or three runs out of a single ship, after that it's a retreat order.

I also used an Annihilator + Pilum fleet a while back, which is funnily thematic for a Dominator+Mora brickfleet but gets either some nice hits or is completely negated by superior PD.
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Vanshilar

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Re: Missile Combos
« Reply #5 on: August 17, 2024, 02:06:03 AM »

Like many other guided missile weapons, swarmers have a longer flight time than their default range, so firing them from beyond normal range works well (can sometimes flame out vs very fast enemies, but oh well).

As an aside, I was looking into this, and it seems like it's because the missiles actually use flight time (in weapon_data.csv) not range to determine how long they last and thus how far they can travel, whereas range just specifies at what distance they'll fire. (This makes sense, and is probably what the flight time field is for in the first place.) And so, depending on their acceleration, i.e. how quickly they reach their top speed, they can actually travel much farther than their range in some cases.

So, taking the missiles in weapon_data.csv, we can multiply the projectile speed with the flight time to get their actual maximum range (assuming they start at full speed):

Code
range	speed	launch	time	spe*tim	% diff	name
500 50 20 7 350 70% Stinger-class Proximity Mine
1500 20 20 60 1200 80% Cluster Bomb Bay
2000 170 20 25 4250 213% Standard Bomb Bay
1200 400 100 3.5 1400 117% Reaper-class Torpedo
1200 400 150 4 1600 133% Atropos-class Torpedo Rack
1200 400 150 4 1600 133% Atropos-class Torpedo (Single)
1200 500 40 4 2000 167% Hammer-class Torpedo
1200 500 40 4 2000 167% Hammer-class Torpedo (Single)
1000 300 100 5 1500 150% Swarmer SRM Launcher
1000 300 100 5 1500 150% Swarmer SRM Launcher
1500 400 50 3.75 1500 100% Annihilator Rocket Launcher
1500 400 50 3.75 1500 100% Annihilator Rocket Pod
2000 400 50 15 6000 300% Salamander MRM
2500 300 100 12.5 3750 150% Harpoon MRM
2500 300 100 12.5 3750 150% Harpoon MRM (Double)
1500 400 50 5 2000 133% Breach SRM
1200 150 50 8 1200 100% Sabot SRM
1200 150 50 8 1200 100% Sabot SRM (Double)
1200 150 50 8 1200 100% Sabot SRM (Single)
1500 300 75 6 1800 120% Gorgon DEM SRM
1200 150 25 5 750 63% Gazer DEM SRM
2500 300 100 12.5 3750 150% Harpoon MRM Pod
2000 150 0 12 1800 90% Dragonfire DEM Torpedo
1500 300 75 6 1800 120% Gorgon SRM Pod
1200 150 25 5 750 63% Gazer SRM Pod
1500 400 50 5 2000 133% Breach SRM Pod
1200 150 50 8 1200 100% Sabot SRM Pod
2000 400 50 15 6000 300% Salamander MRM Pod
1500 400 50 3.75 1500 100% Annihilator Rocket Pod
4000 125 100 30 3750 94% Pilum LRM Launcher
1000 100 400 4 400 40% Proximity Charge Launcher
2000 100 200 12 1200 60% Proximity Charge Launcher
1200 500 40 4 2000 167% Jackhammer
1200 400 100 3.5 1400 117% Typhoon Reaper Launcher
1200 400 400 3.5 1400 117% Cyclone Reaper Launcher
4000 125 200 30 3750 94% Pilum LRM Catapult
2500 250 50 12 3000 120% Hurricane MIRV Launcher
2000 150 0 12 1800 90% Dragonfire Torpedo Pod
2500 300 75 7 2100 84% Hydra MDEM Launcher
2500 600 100 4.75 2850 114% Squall MLRS
1400 400 100 6 2400 171% Locust SRM Launcher
1200 500 40 4 2000 167% Hammer Barrage
1000 200 0 100 20000 2000% Reality Disruptor
1200 1000 200 3 3000 250% Antimatter SRM Launcher
2500 400 200 10 4000 160% Resonator MRM Launcher
2000 200 100 15 3000 150% Rift Torpedo Launcher

In the above chart, "speed" refers to their max speed, i.e. "proj speed" in weapon_data.csv, while "launch" refers to their initial speed, i.e. "launch speed" in weapon_data.csv. "spe*tim" is just speed * time, while "% diff" is the ratio of speed * time divided by the range -- in other words, how much the max possible range is compared with the range that the weapon will fire.

Some of the numbers don't work out, such as the Proximity Charge Launcher since that depends on the ship's initial speed, and Omega weapons also don't seem to work out (they pretty closely match their firing range). However, it's obvious from the above that quite a few of the missiles can actually go much farther than their stated range. In particular, the Salamander can actually fly up to 6000 su before flaming out. This is probably to account for that it needs to maneuver not just to the target but also around the target to the back where the engines are.
« Last Edit: August 17, 2024, 09:06:22 AM by Vanshilar »
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Amoebka

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Re: Missile Combos
« Reply #6 on: August 17, 2024, 08:59:48 AM »

we can multiply the projectile speed with the flight time to get their actual maximum range
Doesn't really work because most missiles don't fly in straight lines. Default guided missile AI has a wavy flight pattern, and their projectile speed is the magnitude of the velocity vector, the forward projection of which is shorter on average.
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Vanshilar

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Re: Missile Combos
« Reply #7 on: August 17, 2024, 09:18:00 AM »

Doesn't really work because most missiles don't fly in straight lines. Default guided missile AI has a wavy flight pattern, and their projectile speed is the magnitude of the velocity vector, the forward projection of which is shorter on average.

Right, this is the range assuming the missiles travel in a straight line, and assuming they start at maximum speed. So the actual range will be a bit lower than this. Nevertheless most of the numbers are fairly accurate, especially considering that ships have size (length and width) so the actual distance the missile has to travel is usually a bit less than the distance shown when targeting an enemy ship.
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Thaago

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Re: Missile Combos
« Reply #8 on: August 17, 2024, 12:43:36 PM »

I've noticed that some missiles change their behavior depending on how much flight time they have left too - for example, salamanders launched at extreme range by the player will aim for the nose of the enemy if they don't have the fuel to circle.

The Hammer Barrage having a longer "max range" than the AI fires at is something I've noticed to my detriment; it's really hard to back off from hammer strikes in a medium speed ship because they don't flame out like annihilators do!

Oh, fun anecdote about the Proximity Charge Launcher and its inherited speed: I did a random start and had a PCL Shrike as my flagship for the early game. Launching the charge when in plasma burn turns it into a very fast bomb that I ended up using for all sorts of tricks - blasting it through point defense to hit enemies, intercepting enemy talon wings and missile clusters to protect allies, zoning out hounds/cerberi/other frigates by cutting off their routes with it, etc.

Overpowered? No, it's still a shrike so 'economical' is a much better descriptor. But very fun to fly and figure out.
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