Balancing Point-Defense against Guided Weapons is hard to do “on paper” because of the differences in single-mount or single-ship comparisons versus multi-mount or multi-ship comparisons. For example, a Corvette is capable of carrying a single G-slot weapon and an S-slot direct-fire weapon, or it can carry two S-slot weapons and a single PD mount, or it can go with just three S-slot weapons.
(I’m in the middle of a separate analysis looking at effectiveness of weapons against standard defensive configurations, so I’m going to use some of that data here.)
An S-slot Railgun (Tier-3 basic kinetic), when faced off against a target that has even shields and armor, where the total utility value is equal to half of the target’s hull points (what I’m calling a “Balanced” target in my separate analysis), will average 3.42 points of damage per day across the installed defenses, not counting adjustments for Tracking or Evasion. Similarly, an Antimatter Missile (Tier-3 basic missile) will average 12.50 points of damage, and a basic Sentinel Point-Defense (equivalent tech level) will average 2.50 points of damage against the full-size warship target (versus what it can do against GW).
If one Corvette carries one Antimatter Missile and one Railgun, it would average 15.92 points of damage per day in total, assuming the target does not use PD. The all-guns Corvette would average 10.27 points of damage, so the uncontested MissileVette does more than half-again more damage. But what happens when we add in PD?
The PD Corvette carries a single PD mount, so it can shoot at a GW twice every day (Cooldown 0.5 days), and an Antimatter Missile travels at a speed of 18 over the Range of 30 (assuming the PDVette is the one being targeted), meaning the missile is subject to around 3 shots before it gets to its target. At 75% Accuracy, and then giving back 10% on Evasion-Tracking, and averaging 2.5 damage per hit on an Antimatter Missile, with its 8 hull points, the Sentinel Point-Defense destroys the missile around 16.5% of the time. By carrying a PD mount instead of a Railgun, the time it spends shooting at missiles cuts its damage output against the warship only 1.89 points on an overall average. By shooting at the missile, the expected damage output of the MissileVette drops to just 13.86 points. A 2.06 point (only 13%) drop on incoming for a 1.53 point (15%) drop on outgoing (by not going all-guns) is not terribly appealing, and this explains a lot of the comments I see where people say, “don’t worry about PD, just carry regular guns and soak the damage.”
But what happens when you look at two MissileVettes against two PDVettes? By now having two PD mounts and two G-slots, we run into two situations: a single missile is inbound during a given 3-shot period for the two PD mounts (assuming they have overlapping PD fields of fire), or two missiles are inbound at the same time. The second scenario is easy, as long as we don’t try to account for two early max damage hits on one missile allowing a total of four shots on the second missile – it’s pretty well equivalent to what we’ve already covered. When the two missiles are separated, which I rounded out as being around 2/3rds of the time, both PD mounts can go to town on each missile. When both are allowed to team up, each missile gets shot down around 72.1% of the time. If they’re allowed to team up 2/3rds of the time, then on average the missiles lose around 53.6% of their damage and the MissileVette falls to just 9.23 points total on average, a 6.69 point (42.0%) drop. Sure, if both PD mounts are busy firing at missiles over 40% of the time, then their individual damage against the warships drops the Corvette’s total average to 8.33 points, but that’s only 1.94 points (18.9%) against a much bigger incoming savings. I haven’t run the numbers for a third or fourth Corvette on each side, but the arc doesn’t look promising for the missiles.
This is why overlapping fields of PD fire generate withering deficits for missile damage - unless all GW attacks come in at the same time, each PD mount gets almost 3 full shots against as many as 5 separate missiles (or 14 torpedoes!) in the length of time of a single GW cooldown (or a larger number of shots against fewer GW just passing through their arcs rather than targeting them). Yes, that would take an incredibly weak warship-attacking weapon out of the outgoing damage mix for the entire battle, but it’s a really small give-back.
I’ve had many other threads where I’ve suggested replacements for a layered PD fleet defense, but they’ve ended up being contradictory to each other over time, so I’ll leave linking to them (outside of my signature) or including yet another version for after any discussion here.
(I’m in the middle of a separate analysis looking at effectiveness of weapons against standard defensive configurations, so I’m going to use some of that data here.)
An S-slot Railgun (Tier-3 basic kinetic), when faced off against a target that has even shields and armor, where the total utility value is equal to half of the target’s hull points (what I’m calling a “Balanced” target in my separate analysis), will average 3.42 points of damage per day across the installed defenses, not counting adjustments for Tracking or Evasion. Similarly, an Antimatter Missile (Tier-3 basic missile) will average 12.50 points of damage, and a basic Sentinel Point-Defense (equivalent tech level) will average 2.50 points of damage against the full-size warship target (versus what it can do against GW).
If one Corvette carries one Antimatter Missile and one Railgun, it would average 15.92 points of damage per day in total, assuming the target does not use PD. The all-guns Corvette would average 10.27 points of damage, so the uncontested MissileVette does more than half-again more damage. But what happens when we add in PD?
The PD Corvette carries a single PD mount, so it can shoot at a GW twice every day (Cooldown 0.5 days), and an Antimatter Missile travels at a speed of 18 over the Range of 30 (assuming the PDVette is the one being targeted), meaning the missile is subject to around 3 shots before it gets to its target. At 75% Accuracy, and then giving back 10% on Evasion-Tracking, and averaging 2.5 damage per hit on an Antimatter Missile, with its 8 hull points, the Sentinel Point-Defense destroys the missile around 16.5% of the time. By carrying a PD mount instead of a Railgun, the time it spends shooting at missiles cuts its damage output against the warship only 1.89 points on an overall average. By shooting at the missile, the expected damage output of the MissileVette drops to just 13.86 points. A 2.06 point (only 13%) drop on incoming for a 1.53 point (15%) drop on outgoing (by not going all-guns) is not terribly appealing, and this explains a lot of the comments I see where people say, “don’t worry about PD, just carry regular guns and soak the damage.”
But what happens when you look at two MissileVettes against two PDVettes? By now having two PD mounts and two G-slots, we run into two situations: a single missile is inbound during a given 3-shot period for the two PD mounts (assuming they have overlapping PD fields of fire), or two missiles are inbound at the same time. The second scenario is easy, as long as we don’t try to account for two early max damage hits on one missile allowing a total of four shots on the second missile – it’s pretty well equivalent to what we’ve already covered. When the two missiles are separated, which I rounded out as being around 2/3rds of the time, both PD mounts can go to town on each missile. When both are allowed to team up, each missile gets shot down around 72.1% of the time. If they’re allowed to team up 2/3rds of the time, then on average the missiles lose around 53.6% of their damage and the MissileVette falls to just 9.23 points total on average, a 6.69 point (42.0%) drop. Sure, if both PD mounts are busy firing at missiles over 40% of the time, then their individual damage against the warships drops the Corvette’s total average to 8.33 points, but that’s only 1.94 points (18.9%) against a much bigger incoming savings. I haven’t run the numbers for a third or fourth Corvette on each side, but the arc doesn’t look promising for the missiles.
This is why overlapping fields of PD fire generate withering deficits for missile damage - unless all GW attacks come in at the same time, each PD mount gets almost 3 full shots against as many as 5 separate missiles (or 14 torpedoes!) in the length of time of a single GW cooldown (or a larger number of shots against fewer GW just passing through their arcs rather than targeting them). Yes, that would take an incredibly weak warship-attacking weapon out of the outgoing damage mix for the entire battle, but it’s a really small give-back.
I’ve had many other threads where I’ve suggested replacements for a layered PD fleet defense, but they’ve ended up being contradictory to each other over time, so I’ll leave linking to them (outside of my signature) or including yet another version for after any discussion here.