Re: Weapons
Shepherd: by using subtraction, your formula essentially compares raw damage, instead of damage per unit of space. Not quite as useful IMO, though if you'd like to argue it's better I'm happy to listen. 8)
First shot power is indeed useful, but your strategy also depended on the peashooters to take advantage of it: it doesn't mean as much, assuming the enemy can keep you in range, if they do more net damage while you are recharging. (Shield replenishers make this more complex!)
I hadn't considered emissive armor.
Increasingly, it looks like the thing my formulae don't take into account is the problem of special defences such as emmisive armors and shield rechargers, which mitigate the effectiveness of damage not done in a single turn. That suggests running the formula without factoring in the rate of fire (as some of you have suggested; it's taken me time to see the light. 8)
If we leave in the range adjustment (multiply damage/space by Range/3), the Cap Ship Missile V wins out. 8) Ignoring seeking weapons, the WMG is the top normal direct-fire weapon, (the Enveloping Acid beats it), followed by Quantum Torps, Incinerator Beams, TK projectors, and the PBB.
Interestingly, when the range is removed, the WMG falls a bit; Enveloping Acid is tops, followed by Quantum Torps, Ripper Beams, Cap Ship Missiles, the WMG (6th). PBBs are 10th. IMO, however, range is too important a quality to ignore. Quoting Col. Viktor Babich: "The fighter with the longest weapons range dictates tactics to the enemy."
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