@@dripwastaken7884 Lua has disadvantages, such as being jammable (Un-jammable LUA guided missiles are cheese in my opinion) and lua-guidance required gpp, making it more expensive.
Here are a few things I've learned while testing laser-guided missiles: 1. Smoke doesn't seem to have a very strong effect on Laser Designator precision. They were able to fairly consistently hit a stationary frontsider that was 13m tall and 31 wide which was using two smoke dispensers set to 10 material/second each, at 2,000 meters. The dispersion of the targeting lasers seemed moderately worse than the dispersion of an offensive laser. Upon taking manual control, the targeting laser was perfectly accurate, indicating that it is likely a detection problem due to smoke combined with a small target. Maximum dispersion was about 4m with manual aim firing into smoke, 1m without smoke. For those curious, Target Prediction Guidance worked better than APN guidance in this test, for some reason. APN worked better against a Hake squadron, although the laser emitter was hardly able to track them. 2. As BorderWise mentions, Beam Riders do work better in scenarios where the laser is off-target. However, Beam Riders also lag behind, so while they can dig holes into the target effectively, they'll tend to be off target by a few meters if the enemy is moving, even in a straight line. 3. A Thumper Head has the same aerodynamic profile as a Laser Designator head, and contributes the same relative thump damage increase as a Reinforced Body. Beam Rider + Thumper Head therefore has the same speed and damage, but slightly more health than Laser Designator + Reinforced Body. Therefore, other factors should be considered for your choice of guidance modules on a kinetic missile. In conclusion, Laser Designator missiles are probably the most reliable guidance system you can use against medium or larger vessels, as the main countermeasure affecting the guidance system is much weaker than those affecting other options, and actually has more impact on detection accuracy than it does on the weapon system's potential accuracy.
Because they are rather easy to counter people forget just how strong missiles and torpedoes can be. Also pop up missiles with incendiary do rather well at disabling ship weapons as they have a habit of coming down on turret caps.
24:12 Laser, Lua, Remote guided missiles aren't overlooked as much as missiles being fairly easy to counter with active defenses in general. Source: I made it the f- I used to be all onboard the missile pain train until the changes to how missile health affects speed and damage. Interceptors, CIWS, LAMS, will already drain much of a missile's health, and since dmg affected by health, a good armor scheme provides more protection, like what you said earlier in the video. 25:25 With beam riders, my personal experience has been it's better for turreted missile launcher systems, so the missile doesn't need any additional modules to actually "ride" the beam due to the 30degree lock on requirement. I've commented as much on previous videos, but my personal beef with missiles is that only the Large and Huge seem worthwhile in terms of dmg output, but they cost a considerable amount and take up decent space. For myself, I've moved away from missiles and replaced them with nuke drones that act like missiles or torpedoes; cheaper upfront cost, more firepower, and only countered by CIWS.
one good thing about the missiles.... they dont need the same space as a cram. ( don´t know about ammo consumption). But they can always shoot and hit the target.
Do laser guided missiles only lock on to lasers shot by itself or could you make a stable drone mothership with a bunch of laser designators and have a bunch of super evasive unstable missile craft with laser guided missiles with short range thrusters?
You can set the laser seeker heads to respond to only the firing missile system, only the firing vehicle, or any vehicle in the fleet. I think beam riders are limited to the firing missile system only.
@@BorderWise12 I think what the commenter is talking about is setting an offset in the timed fuse to make the shell act like a pendepth. Gmod had a video about it. Granted he tossed some shade at you for not optimizing your CRAM shells in you guy's design fight.
If its lasers partnered up with missiles cram might have competition. If its laser guided missiles those crams will probably win with shots on the hull doing large damage and enemy won’t be able to sustain. I just wanna see if the fire update made lasers do more damage because they should as fire whole thing is doing large damage over time
@@Loranzo_stuff lasers now do more damage against flamable targets and less damage against non flamable targets. Against heavy armor they are kinda the same now exept the damage is a bit more spread out (all assuming no smoke)
@@dripwastaken7884 ok so relatively the same. Most people don’t use wood or commonly flammable things except heavy armor so it does less damage against metal and stuff but the smoke nerf saves it
Something is wrong with your missiles. Maybe their one-turn? Locking must happen after the one-turn, and if you use missile electors, you also need to delay propulsion... but you probably all know that already. Your missile ship would have taken much less time to take out the other ship with properly configured missiles. Cram ship has no chance, they shoot too slowly. You also went easy with no incendiaries.
4-gantries small incendiary missiles would distract defenses and if they go through they would burn that wooden bridge and all the tasty rubber on the other ship. Try a medium 6 gantries long medium missile lassr guided bomber where you shoot the bombs. Very fun. The A.I. has a tendency of shutting down the laser when the boys have been set loose.
I didn't realise you could make ships that look like ships rather than canoes :P
I'm full of surprises! :D
If you want to use missiles against ships, top down remote or lua. Laser guidance is mainly good for kinetic missile to drill holes trough enemy.
@@dripwastaken7884 Lua has disadvantages, such as being jammable (Un-jammable LUA guided missiles are cheese in my opinion) and lua-guidance required gpp, making it more expensive.
@@NearQuasar still way more effective than laser designator, which btw gets jammed by smoke and way more things have smoke than jammers
@@dripwastaken7884 Smoke is a lot less effective as 11m inaccuracy is not enough against large craft.
Here are a few things I've learned while testing laser-guided missiles:
1. Smoke doesn't seem to have a very strong effect on Laser Designator precision. They were able to fairly consistently hit a stationary frontsider that was 13m tall and 31 wide which was using two smoke dispensers set to 10 material/second each, at 2,000 meters. The dispersion of the targeting lasers seemed moderately worse than the dispersion of an offensive laser. Upon taking manual control, the targeting laser was perfectly accurate, indicating that it is likely a detection problem due to smoke combined with a small target. Maximum dispersion was about 4m with manual aim firing into smoke, 1m without smoke. For those curious, Target Prediction Guidance worked better than APN guidance in this test, for some reason. APN worked better against a Hake squadron, although the laser emitter was hardly able to track them.
2. As BorderWise mentions, Beam Riders do work better in scenarios where the laser is off-target. However, Beam Riders also lag behind, so while they can dig holes into the target effectively, they'll tend to be off target by a few meters if the enemy is moving, even in a straight line.
3. A Thumper Head has the same aerodynamic profile as a Laser Designator head, and contributes the same relative thump damage increase as a Reinforced Body. Beam Rider + Thumper Head therefore has the same speed and damage, but slightly more health than Laser Designator + Reinforced Body. Therefore, other factors should be considered for your choice of guidance modules on a kinetic missile.
In conclusion, Laser Designator missiles are probably the most reliable guidance system you can use against medium or larger vessels, as the main countermeasure affecting the guidance system is much weaker than those affecting other options, and actually has more impact on detection accuracy than it does on the weapon system's potential accuracy.
@@OmicronMkI Well said! 👍
Because they are rather easy to counter people forget just how strong missiles and torpedoes can be. Also pop up missiles with incendiary do rather well at disabling ship weapons as they have a habit of coming down on turret caps.
24:12 Laser, Lua, Remote guided missiles aren't overlooked as much as missiles being fairly easy to counter with active defenses in general. Source: I made it the f- I used to be all onboard the missile pain train until the changes to how missile health affects speed and damage.
Interceptors, CIWS, LAMS, will already drain much of a missile's health, and since dmg affected by health, a good armor scheme provides more protection, like what you said earlier in the video.
25:25 With beam riders, my personal experience has been it's better for turreted missile launcher systems, so the missile doesn't need any additional modules to actually "ride" the beam due to the 30degree lock on requirement.
I've commented as much on previous videos, but my personal beef with missiles is that only the Large and Huge seem worthwhile in terms of dmg output, but they cost a considerable amount and take up decent space.
For myself, I've moved away from missiles and replaced them with nuke drones that act like missiles or torpedoes; cheaper upfront cost, more firepower, and only countered by CIWS.
one good thing about the missiles.... they dont need the same space as a cram. ( don´t know about ammo consumption).
But they can always shoot and hit the target.
Do laser guided missiles only lock on to lasers shot by itself or could you make a stable drone mothership with a bunch of laser designators and have a bunch of super evasive unstable missile craft with laser guided missiles with short range thrusters?
You can set the laser seeker heads to respond to only the firing missile system, only the firing vehicle, or any vehicle in the fleet. I think beam riders are limited to the firing missile system only.
What yakcamkir said, yes! 👍
I wonder if you could have guided cram shells because in our modern world there exists guided artillery shells
They do actually have some guidance already, when dropping on things from high angles. That's the only reason CRAM mortars can work at all. :)
@@BorderWise12 interesting
this game don't even have proximity fuse for missiles which is like ww2 technology
The crams could have used time from launch fuses making them a bit more effective
If the crams where timed fuse 1 barrel with a ai that didnt run away like that it wouldnt even have been close
I'm actually not sure why I didn't make them timed-fuse frag, that is a really good shell type. 🤔
@@BorderWise12
I think what the commenter is talking about is setting an offset in the timed fuse to make the shell act like a pendepth. Gmod had a video about it. Granted he tossed some shade at you for not optimizing your CRAM shells in you guy's design fight.
i know im the odd one i hate Crams idk why but they are not my thing
You're not the only one. There's a lot of people who've never touched them.
Another controversial “scientific” study.
If its lasers partnered up with missiles cram might have competition. If its laser guided missiles those crams will probably win with shots on the hull doing large damage and enemy won’t be able to sustain. I just wanna see if the fire update made lasers do more damage because they should as fire whole thing is doing large damage over time
... I have changed the title to be more clear that it is laser-guided missiles we're talking about. 😅👍
@@Loranzo_stuff lasers now do more damage against flamable targets and less damage against non flamable targets. Against heavy armor they are kinda the same now exept the damage is a bit more spread out (all assuming no smoke)
If there is smoke they are just overall a bit better now as smoke doesnt turn your laser into a lemon anymore
@@dripwastaken7884 ok so relatively the same. Most people don’t use wood or commonly flammable things except heavy armor so it does less damage against metal and stuff but the smoke nerf saves it
Something is wrong with your missiles. Maybe their one-turn? Locking must happen after the one-turn, and if you use missile electors, you also need to delay propulsion... but you probably all know that already. Your missile ship would have taken much less time to take out the other ship with properly configured missiles. Cram ship has no chance, they shoot too slowly. You also went easy with no incendiaries.
4-gantries small incendiary missiles would distract defenses and if they go through they would burn that wooden bridge and all the tasty rubber on the other ship. Try a medium 6 gantries long medium missile lassr guided bomber where you shoot the bombs. Very fun. The A.I. has a tendency of shutting down the laser when the boys have been set loose.