ErinPalette said:
1 PD turret with 2 pulse lasers.
EW and PD DMs were, as best I can recall, +4.
Excellent - thanks Erin. 12 Missiles Launched at Long Range. That means they strike 2 turns after launch using the old system, or 1 turn after launch using the new system. (Anything closer and they would strike immediately in the new system, so even less Jamming) - basically, I'm erring on the side that makes the new system defences even more powerful... just to prove the point
Old System (MGT1):
12 Missiles launched at long range. 2 Turns of Jamming. 1 Turn of PD (x2 Pulse lasers). Remember, these are two independent weapons firing now.
EW will be conducted TWICE:
EW stopping 1 missile: 72%
EW stopping 2 missiles: 42%
EW stopping 3 missiles: 17%
EW stopping 4 missiles: 5%
PD is conducted TWICE, because each pulse laser defends independently:
Point Defense stopping 1 missile: 92%
Point Defense stopping 2 missiles: 76%
Point Defense stopping 3 missiles: 55%
Point Defense stopping 4 missiles: 32%
Point Defense stopping 5 missiles: 13%
Point Defense stopping 6 missiles: 4%
Versus the new system, MGT2. Please note the EFFECT determines how many missiles go down - so effect 0 is 0 missiles, unlike before where Effect 0 meant a missile was downed.
EW will be conducted ONCE, as the missiles are now striking faster in every case:
EW stopping 1 missile: 58%
EW stopping 2 missiles: 42%
EW stopping 3 missiles: 28%
EW stopping 4 missiles: 17%
EW stopping 5 missiles: 8%
PD is conducted ONCE, because the double turret just means a +1 to the roll. Also, as above you need EFFECT 1+ to down any missile. Effect 0 does nothing:
Point Defense stopping 1 missile: 92%
Point Defense stopping 2 missiles: 83%
Point Defense stopping 3 missiles: 72%
Point Defense stopping 4 missiles: 58%
Point Defense stopping 5 missiles: 42%
Point Defense stopping 6 missiles: 28%
Point Defense stopping 7 missiles: 17%
Point Defense stopping 8 missiles: 8%
Conclusion / TLDR; :
The old PD system is nearly twice as effective as the current one, due to the following:
(a) Each weapon could fire on it's own
(b) Missiles took MUCH longer to connect
(c) Effect 0 still indicated a missile was jammed or destroyed, which is not the cast in the new system (Where effect = # of missiles stopped, so you need at least a 1+ effect).
All this, and the fact that now missiles do
DOUBLE or more damage.
Erin Palette, sir, I believe you were the victim of some terrible luck

12 Missiles a round under any system would be extremely difficult to stop. Unless perhaps launched from Distant ranges - which would still heavily favour the old system (much more Jamming, and no -6 to hit as per new MGT2 for Distant launches).