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Be warned, it's more of a testing thing than something I plan to use (it's obviously too large for the campaign anyway).
Addressing your two points, neither were true at the time, and after further testing it usually seems to work, but oddly it seems to shoot low whenever the target is stationary.
Thanks for any help you can give.
Well, I was mainly just looking for help on the low aim, but all that advice is certainly useful! Honestly that bunker was mostly a test of theoretical potential on land and I knew I couldn't use it in the campaign due to the volume limit.
With regard to the ammo, I thought inertial and pendepth fuses had enough of a difference to make it worth it. Additionally, my main idea was to just make these fairly high-penetration shells that can punch through even a fairly heavily armored target and then detonate with frag inside. Do you definitely think that's extremely inefficient?
I've never really used lasers much for anything except for shooting down missiles, so I never thought of any ratios, thanks for letting me know. Also, thanks for reminding me of tranceivers, I honestly completely forgot they existed.
Addressing the missiles, I didn't realize the fins provided more agility in the back, I probably should've paid more attention to the statistics.
I actually don't use detection myself, I find it sort of that "one more thing" that takes the complexity a bit too far, but are you saying there is still a benefit to having them?
Honestly the way I built my turret was just for looks. When I started planning the thing I thought about having the lower and upper thirds being stationary while the center rotated, but I realized there'd be no way to hold the top so I just made everything turn.
For the materials, I use centralized storage and never really planned to have this in a campaign. In my "actual" designs I have far fewer repair bots and ammo makers.
Overall, thanks a lot, I might fool around with this design a bit more and see what I can improve with your suggestions.
And you do not need 30 AP for APHE. You need to maximise AP * kinetic_damage. Effective damage multiplier is AP/(2 * effective_AC) (or 1, whichever is smaller). But even a 1AP shell can pierce several metres of HA, if you have a ridiculous crapton of kinetic damage to make up for it.
Specifically, compare "AP * kin_damage" to "Sum" in this table, and you know how much it can pen.
But yes, APHE is still not usually a good choice. Outperformed by other shell-types, usually.