A small amounts of missiles will just be countered by EW and PD. You have to launch overwhelming salvoes to be effective. That means you have to use massive amounts of craft, so they are not an acceptable loss.Reynard said:Don't forget to add in on the bomber side the factor of taking down a target versus 'acceptable' losses.
In MgT2 a 7 G craft takes 25/7 = 4 turns to get out of very long range, or 50/7 = 8 turns to get out of Distant range, and that is if the enemy is cooperative. Not enough to get out of the way of a counterattack.Reynard said:The design is fast and evasive, get to range, fire one maybe two salvos and run. If necessary, reload and prepare for another attack run. Seems historically standard.
AnotherDilbert said:In MgT2 a 7 G craft takes 25/7 = 4 turns to get out of very long range, or 50/7 = 8 turns to get out of Distant range, and that is if the enemy is cooperative. Not enough to get out of the way of a counterattack.
You still have to get into Medium range. From Distant it takes 85 "Thrust" to get to Medium range, or 85/7 = 13 rounds, if the enemy ships don't evade.Reynard said:I was assuming Medium range when beam lasers become a nuisance while Standard and Antiradiation launched torpedoes hit immediately.
Certainly, at that short range, and that is important for the small salvoes fighter squadrons can launch.Reynard said:Screws up EW attempts.
Laser turrets works perfectly well as PD, and are also quite effective at killing low-tech fighters.Reynard said:PD is the worst threat and I notice not many ships carry it.