From The Depths
darknight Feb 27, 2019 @ 8:46am
how easy is it do destroy missiles with an anti missile cannon
when building an anti missile cannon how much shots does it require to destroy a missile, is it one shot to destroy it, or does it depend on the missile size or the cannons power?
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Showing 1-9 of 9 comments
FourGreenFields Feb 27, 2019 @ 8:50am 
It depends. Missile-class, reinforcement, cannon's calibre, and possibly also setup of the cannon (especially on frag, to maximise damage with offset and frag cone).

A high-calibre (>30cm) flak CIWS can delete swarms of S-missiles with each shot, but will likely be near useless against L-missiles. Low-medium calibre frag or kinetic do better vs L-missiles, but basically have to target each S-missile individually.
Last edited by FourGreenFields; Feb 27, 2019 @ 8:50am
The Prophet Feb 27, 2019 @ 5:53pm 
The smaller the missile the less health it has. I use lambs and cwiz together. The cwiz has flak.
Obscure Feb 27, 2019 @ 11:10pm 
You can attach a Local Weapon Controller to the same gun as a Anti-Missile Controller. That way it can shoot at ships when it doesn't have any missiles to shoot at.

Thick walls of flak are great for fending off medium and small missiles. I think my current Defense Cruiser spits out... 32 or so 120mm flak shells per missile.

It also makes a nice solid AA screen.

But if you want to use less shells, I suppose you can use HE and a much faster shell.
Flying Rhino Feb 28, 2019 @ 6:40am 
It feels like each size of missile wants its own defense. Small missiles get swatted by 100mm EX CIWS guns, medium does best with LAMS, and large seem to require a counter missile battery.
Obscure Feb 28, 2019 @ 12:14pm 
Generic regular burn, heat seeking small missles have a detection range of under 50m. They are absolutely not countered by by a Anti Missile Cannon.
FourGreenFields Feb 28, 2019 @ 12:24pm 
Originally posted by Obscure:
Generic regular burn, heat seeking small missles have a detection range of under 50m. They are absolutely not countered by by a Anti Missile Cannon.
Definitely not below 50m. A 1m small missile allready has 110m detection range without thrust. Powered with 30 thrust (minimum) it's 116.9m, and 2m long has 120m detection range (with 30 thrust as well).

Now considering you'll have above 100m/s speed too, that still means CIWS has trouble turning on target - but on the other hand, high-calibre flak can delete entire swarms with a single shot, so if you point roughly the right direction it's enough, making this less of an issue.
FourGreenFields Feb 28, 2019 @ 12:59pm 
Originally posted by Senpai-kun:
Originally posted by FourGreenFields:
A 1m small missile allready has 110m detection range without thrust. Powered with 30 thrust (minimum) it's 116.9m, and 2m long has 120m detection range (with 30 thrust as well).

I figured it was bad, but that's truly an awful detection range. We really need to have a way to push detection out much farther than that.
In practice the detection range is much greater. You don't usually have missiles with 30 thrust.

Detection-ranges depending on thrust:
S: 116.9-293.7m for variable, 345.5m for short-range thruster.
M: 293.7-737.9m for variable, 867.8m for short-range.
L: 737.9-1,853.4m for variable, 2,179.7m for short-range.

As a rule of thumb, judging my some quick look at missiles I didn't testfire:
S-missiles spend about 1s in detection range.
M-missiles about 2-4s.
L-missiles upwards of 5s.

That seems ok, I'd say. S-missiles are vulnerable enough as-is. M and L spend enough time in range for CIWS to react.
Last edited by FourGreenFields; Feb 28, 2019 @ 1:29pm
FourGreenFields Feb 28, 2019 @ 3:46pm 
Originally posted by Senpai-kun:
I dunno, seems to me like these values were balanced with only LAMS in mind. Combined with the never-miss buff, I'm getting the sense that the anti-munition game has become LAMS LAMS LAMS.
Most people I've seen called it a LAMS nerf. :steammocking:

Notably, interceptors deal downright insane damage against L-missiles, while LAMS needs to be relatively powerfull to beat them. That'll change slightly once devtest hits stable (on devtest it's currently just 400/2000 damage for S/M interceptors vs L-missiles), but still allows for very compact setups, compared to the minimal size a LAMS would need.

I'm not quite sure the balance is right, but at least I suspect it's "not that bad". Or not if your opponents actually use missiles (CIWS and interceptors don't really pay off against OW after all).

Originally posted by Senpai-kun:
Actually, come to think of it, I can't remember any faction vehicles that use anything other than LAMS for counter-munition hardkills. Flares and buoys, yeah, but I don't know of any expert or godly SS, TG, GT, or SD vehicles with CWIS or Missile Interceptors on them. Maybe there's one or two lying around, but the default seems to be LAMS or bust - even on factions like SS and GT where you don't really see much in the way of non-conventional energy weapons being deployed, insofar as they can help it.
I think that's mostly because most faction-craft were made before the AMCC got added. And even then, before the missile-overhaul, so dedicating an entire turret to defend against... well, the old missiles.

IIrc the Kraken has a CIWS on top though. Also, now I'm curious and going to ask the KotL on CIWS in factions. Probably really just due to the designs being old-ish though.
darknight Mar 1, 2019 @ 4:47am 
ok, thanks this is helpful
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Date Posted: Feb 27, 2019 @ 8:46am
Posts: 9