To those who have issue with my counting of slow-loading I offer the below table which assumes the "on" turn vs. the "off" turn:
All missiles hot:
.................Straight............Concentrate............Average
Hull 5:.......36.067..................55.112.................45.590
Hull 6:.......23.006..................38.865.................30.936
... which only matches the Xonn, barely exceeding by a point of damage on average.
To those who claim Masters of Destruction balances this out, the above calculations include the effects of Masters of Destruction. And, actually, Masters of Destruction is a big statistical deal, too --- it accounts for approximately 20% of the Dilgar firepower, and here counts for 20.032% of the firepower (as measured against an UnCAFed strike against Hull 5). That's statistically a big deal.
To those who point out the arc weakness, yes, but if the Dilgar loses the Front Arc on the Tikrit, it's all but over as well. And, of course, if the loss comes by way of the 4-6 crit, the Vree are more likely to repair it (Telepathy!)
To those who cite that the Dilgar outranges the Vree, I note that the above includes the Dilgar's Range-8 Pulsars, whereas the Vree's shortest-ranged weapon is the Range-10 Shredder, so the numbers could be far less for the Dilgar. The difference in weapons that you deal with between 8 and 10 is large -- Dilgar Light Pulsars, Drakh Raiders, Abbai Quad Arrays, Narn light batteries, EA Light Pulse and some Plasma Cannons, Phasing Pulse Cannon, Drazi Particle Blasters can all be so finessed (easy to do with SM).
To those who note you must go under half speed while under SM, I note that you can go Backwards and still CaF, and, if you know what you want to do next turn, you'll almost never get so caught.
To those who note that ships will run away, I note that people can run THROUGH (by APtE) a Dilgar Bolter fire cone the same way.
To those who note the speed difference, I note a turn rate of 90 degrees vs. 45, for a Come About you get half the time for a full 180 degrees, and are 50% more likely to succeed (Telepathy yet again!)
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On a totally different note, the more I look at it, the more I'm certain that the Dilgar Tikrit is a good ship. When I started work on the tables above, it simply didn't occur to me just how large the numbers above are. I mean, that's a fifty-frickin'-five up there. Let's put this in scope, folks --- this is enormous firepower. The above translates, to, on average, killing a Hyperion not on CBD every turn, even through its Interceptors system. If he CBD's, and the Xonn or Tikrit CaFs, they may actually explode his ship on his buddies in one shot, on their own. That's sick firepower, and both these ships have it in spades. These two are the best cruiser-killers in the game.
I just claim that one is VASTLY superior to the other.