Fighting at 7 km

Shadow Reaper

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Is there anyone here who can put an M7A on something and tell us what they can hit at 7 km?

I'm a huge Vaguard, Prowler and Polaris fan, and general fan of S5 guns. The M7A lasers will hit out to 7 km, and that is out of range for all other guns S1-S5 as well as all S1 and S2 missiles. So it seems to me important to know of you can hit targets at 7km with the S5 guns.
 

NaffNaffBobFace

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I've fought long-range in a connie with S5's against a single attacker in a Hornet before, and the following happened:

The shots could reach them but they were too slow, meaning at 3000m even if the shots flew at 1000m/s in the 3 seconds it took to fly from me to them they could simply dodge the shot... at 7000m you really want the rounds to be flying at something like 14000m/s to not give them enough time to dodge.

I'd say with the speed rounds fly right now, at 7000m you are only going to be able to hit Starfarers and Reclaimers as those are the only tubs slow enough to not be able to avoid it.

When balancing comes along there will likely be refinements to this to make these long range shooters matter a damn, but right now it's almost like it's set up for point-blank. Strap on some Neutrons, short range, high DPS.
 

Stevetank

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The extended range is good but only when your target can't dodge. Shooting large targets or those with a linear path are possible, but not against fighters.

Most fighting videos that I watch recommend getting within 500m before firing with panthers or gatling guns, despite the longer range.

Long range is GREAT for a fighter that wants to shoot at larger ships and never get close enough to be hit.

All of this could change next year with the new flight model.
 

Shadow Reaper

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. . .in the 3 seconds it took to fly from me to them they could simply dodge the shot
Yes, this is exactly as I suspected. This is why I think the Vanguards working together are going to become the standard strike platform for boarding in space. With a single Sentinel to fly point and confuse the target "oh, there's a Lancer coming in", a Harbinger or two and a Hoplite or two, fat cat packages like StarG's, Caterpillars, Connies, Tallies, BMMs, 890s, Carracks, all the Hulls, Reclaimers, Starliners, Endevors, Crucibles, even the HH, Polaris, Idris and especially the Kracken--which does not require enough crew to keep it safe--are all going to be favored targets for boarding. If it is too big to dodge at 5-7 km range, it is a prime target. Even the many S5 guns of the HH can't save it if they can't hit their opponents at great range. Really S3 and above missiles are the only hope here and we still don't know if we can shoot those down. Could be a single Hurricane with 4 S3 scatterguns is all that is needed to protect an entire wing of Vanguards from incoming missiles.

This is BTW, the whole notion behind running smaller, lighter, faster Mechs in the Mechwarrior world. Medium Mechs equipped to run very fast are devlilishly hard to hit at range, yet can hit the bigger Mechs with ease. This is a battle tested strategy.

You can work out attack scenarios based upon stealth instead of speed, using Eclipse, Prowlers, and even Ravens, but my guess is the Vanguard is going to wear that unique "long range attack platform" package as a legendary base for pirate and privateering functions. CIG keeps suggesting the Connie as a pirate ship but I just don't see it.

At 7km the Vanguards can knock shields down and spike a target with impunity by strafing to avoid incoming, and they can control the distance to every one of these targets above. The only thing they can't do very easily is cope with fighter escorts, so if you want to be safe, plan to use escorts. Turrets will not keep big ships safe, IMHO.
 

NaffNaffBobFace

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Yes, this is exactly as I suspected. This is why I think the Vanguards working together are going to become the standard strike platform for boarding in space. With a single Sentinel to fly point and confuse the target "oh, there's a Lancer coming in", a Harbinger or two and a Hoplite or two, fat cat packages like StarG's, Caterpillars, Connies, Tallies, BMMs, 890s, Carracks, all the Hulls, Reclaimers, Starliners, Endevors, Crucibles, even the HH, Polaris, Idris and especially the Kracken--which does not require enough crew to keep it safe--are all going to be favored targets for boarding. If it is too big to dodge at 5-7 km range, it is a prime target. Even the many S5 guns of the HH can't save it if they can't hit their opponents at great range. Really S3 and above missiles are the only hope here and we still don't know if we can shoot those down. Could be a single Hurricane with 4 S3 scatterguns is all that is needed to protect an entire wing of Vanguards from incoming missiles.

This is BTW, the whole notion behind running smaller, lighter, faster Mechs in the Mechwarrior world. Medium Mechs equipped to run very fast are devlilishly hard to hit at range, yet can hit the bigger Mechs with ease. This is a battle tested strategy.

You can work out attack scenarios based upon stealth instead of speed, using Eclipse, Prowlers, and even Ravens, but my guess is the Vanguard is going to wear that unique "long range attack platform" package as a legendary base for pirate and privateering functions. CIG keeps suggesting the Connie as a pirate ship but I just don't see it.

At 7km the Vanguards can knock shields down and spike a target with impunity by strafing to avoid incoming, and they can control the distance to every one of these targets above. The only thing they can't do very easily is cope with fighter escorts, so if you want to be safe, plan to use escorts. Turrets will not keep big ships safe, IMHO.
This is why I love theorycrafting. TEST Weapons Research Lab could think about this kind of thing all day.
 
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