Weapons Lab Missiles

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PaulB
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Weapons Lab Missiles

Post by PaulB »

Does anyone know how to convert or compare the stock missile speeds to Weapons Lab Missile speeds.
for example the Viper is Y=1200 R=3500 S=1200
but the W.L. Missiles are listed in D/S and the max is ~90 D/S
So 90 D/S = 9 M/S = 90*60=5400 D/min = 540 M/min
therefore is the Viper S=1200 = 1200 D/min ???
nothing else seems to make since and that's the only way I can see to correlate W.L. numbers to stock numbers.

Anyone know?
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Weapons Lab Missiles

Post by Busch »

Paul, I believe the speeds expressed for the stock missiles are in meters per second. I'm not sure if there is some kind of 'force multiplier' for the weapons lab missile crafting beyond creative use of the sliders - balancing speed against range against yield against CM 'sensitivity'. If D = distance (expressed in meters), and S = second, then D/S=90meters/second as the potential max missile speed attainable... Am having the same problem with the math/numbers as well..... I think that Vice may be 'court of last resort' on this one.
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PaulB
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Weapons Lab Missiles

Post by PaulB »

From post: 173214, Topic: tid=11634, author=Busch wrote:Paul, I believe the speeds expressed for the stock missiles are in meters per second. I'm not sure if there is some kind of 'force multiplier' for the weapons lab missile crafting beyond creative use of the sliders - balancing speed against range against yield against CM 'sensitivity'. If D = distance (expressed in meters), and S = second, then D/S=90meters/second as the potential max missile speed attainable... Am having the same problem with the math/numbers as well..... I think that Vice may be 'court of last resort' on this one.
No, I read the D/S is Decameters/second. That's why it's so confusing to try and compare the two and Vice didn't remember how the stock weapons compared.

But I've come to the conclusion that Weapons Lab Missiles are probably only useful (on a cost vs destructive basis) only in PVP.
I made 4 of the most powerful missiles in Weapons Lab and took the to Cerulean in MP to test against some Hostile Mammoths. I couldn't do it in SP cause I've converted Cerulean to Good in SP so there are no more hostiles.
Anyway, my hope was that the most powerful W.L. missiles would take out a Mammoth or Starmaster with one hit. They wouldn't do it, although the did a lot of damage so that only a few gun shots then destroyed the Mammoths.
But for Contract work - W.L. missiles are just not worth the time and cost.
In PVP where you are not using nearly as manny missiles then they might be useful.
So I'm just sticking with the stock missiles.
One could waste a whole night and a safe full of money trying to get the materials to make 8 W.L. missiles.


[Edited on 9-17-2014 by PaulB]
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Marvin
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Weapons Lab Missiles

Post by Marvin »

From post: 173215, Topic: tid=11634, author=PaulB wrote:But I've come to the conclusion that Weapons Lab Missiles are probably only useful (on a cost vs destructive basis) only in PVP.
It's been my impression since the release of the expansion that Vice's intention was to increase player interaction in MP. Both the missiles and the cannon, when created via the weapons lab, are more effective when employed against other players (almost every player-built cannon has a kinetic effect).
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Weapons Lab Missiles

Post by Busch »

Okay, decameters. Is that then multiply by ten, or by 100, the D/S value to get the max range in mps? I did attend several math classes in school...all day once! But that was a very long time ago, and far, far away... Maybe that's one of my agonists for using the stock missiles any way. Now, thanks to a couple of tips from a few who shall remain nameless, I have managed to do quite well in the particle and laser cannon arenas. I'm backing up my primaries with the stock Exodus missile. In Legends, they were very expensive, hard to find; but one-shot-one-kill. In Mercs, they're not near the cost, relatively easy enough to find; and if you can get your target's hull/systems down to @ 75% (non-cap ship), and inside 'the CQB envelope' - they're deadly! (Following the old infantry axiom: When the enemy is in range, so are you!)
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Weapons Lab Missiles

Post by PaulB »

From post: 173234, Topic: tid=11634, author=Busch wrote:Okay, decameters. Is that then multiply by ten, or by 100, the D/S value to get the max range in mps? I did attend several math classes in school...all day once! But that was a very long time ago, and far, far away... Maybe that's one of my agonists for using the stock missiles any way. Now, thanks to a couple of tips from a few who shall remain nameless, I have managed to do quite well in the particle and laser cannon arenas. I'm backing up my primaries with the stock Exodus missile. In Legends, they were very expensive, hard to find; but one-shot-one-kill. In Mercs, they're not near the cost, relatively easy enough to find; and if you can get your target's hull/systems down to @ 75% (non-cap ship), and inside 'the CQB envelope' - they're deadly! (Following the old infantry axiom: When the enemy is in range, so are you!)
All I can tell you is 1 DM = 10 M so if you are traveling at 10 DM/s you are travelling at 100 M/s.
But that doesn't help me with my confusion and question.
If a Viper as a speed rating of 1200 then what does that mean? 1200 M/s ???
The approx fastest W.L. missile speed seems to be round 90 D/s. So that would seem to be 900 M/s but that's not reasonable becuase that wold mean you can't make a W.L. missile that is any faster than a Starfire missile (if a Starfire @ S-900 means 900 M/s)

So something does not match between what Stock missiles speeds are and what W.L. missiles seem to be capable of.

From and old TV Space sit com:
"That does not compute!!! That does not compute - Will Robinson!!!"

If you can make W.L. Cannons & Beams anywhere between the cheapest Stock versions and Greater than the Stock versions in performance in the categories of Y, R, S then the same thing should be true of W.L. missiles also but I can't make the numbers correlate in terms of Y and S between Stock versions and W.L. versions.
But as I stated later in the post it's not all that important anyway now because of the test I did in Cerulean - which was to try and design a W.L. missile that could take out a frame like a Mammoth or Starmaster with one hit which failed and in fact I tried one on something like a Mirage in Fauston and it wouldn't take that out either. So just as well to stick with the cheaper and much more available Stock missiles.

Thank goodness the Weapons Lab Guns are a different story altogether.