Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

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Nightskies
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Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Nightskies »

There is no doubt that torpedoes, the king of general purpose, the jack-of-all-trades weapon, are generally more effective than missiles- you can't really mess up using them. Missiles require some strategy to utilize well.

However, that's when looking at Epsilon, Shockwave, and Quantum torpedoes. Velocity Shards and Plasma Thunderbolts are not like the others- similar to heavy missiles compared to regular missiles, they're much longer-range with a lot less punch. This makes them perform similarly to conventional missiles. In my opinion, they are useful as the secondary weapon line attached to the torpedo line- like heavy missiles, heavy railguns, heavy phase lances, and phase blasters. In other words, good choices for secondary weapons when you've invested in the according tech line. Of note, Velocity Shards are fighter weapons, though Epsilon has an easier time against ship armor (the whole point of taking torpedoes on fighters in the first place). However, there is some doubt as to whether or not these two weapons compare to missiles. Short answer: they are all-around inferior. If you want to heavily focus on long-range weaponry, Missiles are the right choice.

(Disclaimer: Fighters are always a good choice and you should get them around the time you invest in capital ships or earlier, depending on race... unless you have problems with computer performance and chose a galaxy your rig can't handle in late game. There are different situations that fighters and missiles aren't well suited for.)

I updated the relevant values in Es78's fantastic calculator and removed his theoretical accuracy (which was wrong, but almost everything else is on point). I chose Tier 4 (5 according to the spreadsheet, which is understandably incorrect), because Epsilon torpedoes simply far outperform Velocity, and similarly, Concussion outperforms Lighting. Then, Tier 5 sees Plasma Thunderbolts, which we'll look at further down. This chart assumes base weapon accuracy (no effect from targeting or countermeasures).
Image

Hey! Its not fair to judge torpedoes against shields!
Actually, it is. Shockwaves do more damage against shields at close range- Epsilon does even better compared to equal-tier weapons. The bulk of most ship's resilience is shielding, and once a ship's shields are down, it usually won't take much more to render it disabled. And the ships with high enough shield regen (cough, SHIELDS) are the ones that can take a bit more beating before going down. Any ship that has more armor than shields is defensively weak and only fares better against railgun/phaser fleets. So, as usual, I proclaim that damage vs shields is the prime consideration for non-shield penetrating weapons.

Even accounting for space vs firepower at point-blank range (26 for M Velocity and 38 for M Lightning), Lightning still pulls equal DPS vs shields over weapon size. At 0 range. Nothing happens at 0 range.

What about Point Defense?!? Well, torpedoes are far more vulnerable to it than missiles.

Honestly, though, point defense is not so good at mitigating damage from seeking. If it were a single missile weapon firing, PD's effects would be noticeable, but you are never getting shot at by a single weapon, even from AI ships (not anymore, anyway). Ships focus on targets, and missiles/long-range torpedoes are good in battle because it is easier for multiple ships to focus on a target. You're looking at a single PD weapon mitigating damage from 2-ish incoming volleys out of 10 or more. IF a PD system reserved its shots for shooting at seeking (they're probably shooting fighters, which is really what PD is good for), it looks like this:

Velocity Shard: 2 torpedoes in 0.5 seconds, 425 speed, 58% weapon countermeasures, 37.237 raw damage at 1150 range.
Lightning Missile: 8 missiles in 4 seconds, 500 speed, 63% weapon countermeasures, 20 raw damage at 1150 range.
Sentinel Multi-Beam Defense v2: 4 shots in 0.4 seconds per 8 seconds (the 2/sec is for fighters IIRC), accuracy 81% initial shot, 16 damage

At the very hypothetical best, the Sentinel is mitigating 64 damage from seeking, but it's rarely doing that well. It does seem to split 2 pairs of shots between 2 targets. If both hit (doesn't happen often), the second hit is doing overkill against missiles. So, practical at best against Lightning is 40 mitigated and 64 against Velocity. In the case of Velocity, if all 4 shots hit, the shields are mitigating most of the remaining damage- making a Velocity volley effectively deliver 3.77 damage to shields (about 14% firepower getting past PD). With Lighting, that's 2/8 missiles down- 75% effective firepower. And then! Lighting fires less often; PD only gets a shot against mass volleys every 32 seconds against Velocity's 14 seconds. Sentinels are going to be firing almost on cooldown against Velocity attackers after the first volley or two, but only roughly 1/2 fire rate against Lightning.

So, out of those incoming 10 volleys of missiles, they're getting about 95% of their firepower through against a very lucky Sentinel. 10 volleys of Velocity are getting 83% of their firepower through an equally lucky Sentinel.

If you consider more powerful shields (like the Bubble Shields, let's go big and say T6 shields vs T5 weapons), this changes things up...
Image
...well, not enough to really change the outcome. Lightning wins.

So, then, Thunderbolts vs Hive. They do better... lets look at T6 this time.
Image
They're closer, but the Hive has almost the same range now. This accounts for base weapon accuracy and shield mitigation. Meridian shields at T6 only have 3 resistance. If we were considering Quantum Capacitors... but we're not going to, because the AI never uses them. Actually, why not, let's look at T8 Meridian with T7 Quantum Capacitors against T6 weapons.
Image
To make the situation worse for the Thunderbolt, it is larger than the Velocity, while the Hive is the same as the Lightning. Even against T8 Meridian+ T7 Quantum Capacitors, the Hive matches the Thunderbolt's firepower against shields at a mere 660 range.

Still, let's look at PD's effectiveness again. PD scales well. Hive missiles are more resistant than Lightning, matching the scaling of PD. Thunderbolts, while their countermeasures improve, do not scale nearly as well. This time, let's compare a step up for PD, the Guardian Defense Grid at T7, at 2k range.
Thunderbolt: 1 torpedo every 10 sec, 450 speed, 62% weapon countermeasures, 74.4 damage @2k range
Hive: 16 missiles in 3.2 seconds every 44 sec, 500 speed, 67% weapon countermeasures, 26 damage up to 4.2k range
Guardian: 4 shots in 0.4 sec per 7 sec, accuracy 93% initial shot, 28 damage

The Guardian is still getting one round of shots in against a single volley, but it's easier for it to get in two rounds before a wave of volleys connects. Against the Thunderbolt, this is moot, since the fire rate is close to the same. It is easily getting in full fire rate against Thunderbolts, but still only 2 rounds (only considering concentrated attacks from 3 ships) in against a mass volley of Hives every 44 seconds. On the other hand, a connected Guardian shot is taking a Hive missile out with only a little overkill- but there are twice as many missiles in a volley, which fires more slowly.

So, at best, the Guardian is still only mitigating 5% of the firepower of a wave of 10 Hive volleys, with more idle active time between waves of Hives. Although a round of Guardian shots could practically defeat a lone torpedo, it still splits against a wave of 10 incoming torpedoes. 10 Thunderbolt torpedoes get 72% of their firepower through, and the Guardian is getting to work full-time. Again, if the Guardian is lucky, though it needs far less luck than the Sentinel did.

Missiles are 20-25% cheaper and are MUCH more effective against fighters. Torpedoes eat less energy and bombard harder. Of course, torpedoes punch through armor better... and that can occasionally be a boon before Meridian shields, but, IMO, armor is only of consequence when considering shield-penetrating weapons and fighter weapons (and that's fine).

So, the Velocity Shard and the Plasma Thunderbolt are objectively worse *primary* weapons compared to their missile counterparts.

While we're here, let's just take a quick gander at Quantum Torpedoes vs Reinforcing Swarms, with Quantum Capacitors.
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Last edited by Nightskies on Sat Jun 15, 2024 10:11 pm, edited 1 time in total.
Jorgen_CAB
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Jorgen_CAB »

I know it is hard to see the actual effect of armour penetration weapons in numbers as it is very random but the effect actually is more important than you may think even later on. I have observed in the game how torpedoes tend to damage internal component much more frequently than one might think, especially in larger battles the effect is more observable. A knocked out shield, engine or reactor can have very large effect on especially a bigger ship.

I do think that torpedoes power do vane over the course of a game as shields get stronger and more reliable, but they are still potent weapons even later on.

I do think though that no empire should focus on only one weapon type, at least two in order to be more competitive and have less weaknesses.

I also think that PD weapons do exactly what they should against seeking weapon. I have done some testing with fleet fighting each other using missiles in particular. One fleet with only missiles and the other cutting out some missiles for PD instead. The fleet with PD managed to win every time. So, PD certainly do what they say they should do in general and are effective.
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Nightskies
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Nightskies »

Meridian shields, if I'm not mistaken, prevent torpedoes from doing component or structural damage so long as they absorb the attack. That is a good point in favor of Velocity torpedoes against Talassos or Deculiaos shields - and putting armor on external slots (though I'd still advise shields on external slots). Indeed- just a scratch disables a component... though to be fair, most of the time a target taking torpedo fire is going to lose more shields by normal damage before a shield is disabled.

These scratches typically don't amount to much- a Damage Control Unit takes care of it quickly enough if the ship isn't kept under fire- we're talking seconds to fix a single scratch. Repair bots handle it a multiple faster. Fighter torpedoes are a different story! 10 bombers fire torpedoes at a rate of 1,000 torpedoes a minute (no exaggeration)- this can put a bunch of scratches on a ship and disable it in short order, especially as shields get low- I've seen small fleets get nullified by a single Planetary Fighter Facility. Can't repair the damage if your DCU is disabled and the CC is offline!
Image
These unselected, disabled purple ships were formerly the bulk of this fleet, the victims of fighter torpedoes with high structural health and only scratches on their components. Lots of scratches. Didn't take long.

About PD:
Didn't mean to imply PD is not worth using. It's hard to assess a fleet of PD due to their spotty willingness to fire on seeking not targeting their host ship- especially as the game starts to tax the hardware. I meant to display how, especially for missiles, PD doesn't come close to negating seeking weapons. While some report an unwillingness to use PD outright, I agree that many designs ought to have a PD.

Also agree about the other points, especially going for multiple weapons.
coot33
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by coot33 »

Pd is very weird in terms of space usage and effectiveness. Guardian PD at 16 is quite costly at 32 for 2 for weapon arcs it get somewhat ineffective compared to the old sentinel at 22 for 2 or 20 for 2 for the blaster PD.

With high targeting Impact assault/ Titan blaster can do the job. Even more so for the L mounted Impact assault blaster at 30 space. The titan with 40 space L is so annoying when retrofitting ships. It gives the bonus of being the higher DPS weapons at close range when the combat inevitably devolves. My favorite PD have been blocking field generators since they work on anything. Add some blasters weapon and you don't need other PD that take more space. I did test around a bit a couple of sentinel beam as extra when fighting missile heavy enemies.

As zenox my mono-blaster Battlecruiser with 3 blocking field PD got such High combat scores that the Enemy fleets just focuses it down letting it tank with megaton shield. I would really wanna buy a retreat at 33% shields option because of it. 50% made it retreat at engagements it was winning especially when the shield penetration roll gave it superficial armor (I would like the 3% shield penetration from T7 megatron gone ;) ). While 20% made it dies when focused fired by entries fleets worth of hives missiles.
I had to micro them a lot as the AI was outnumbering (4-6x ) me. Dahut expert AI at starting tech 1 vs prewarp and they have velocity drives which kills AI fleet response time. I don't think it's an optimized design by any stretch but damn does it obliterate anything jumping on top of it in an instant.

I don't have a way fully replicate your test, so if you can test blaster weapon PD from L impact assault blaster and M/L titan blaster I'd appreciate. Although those weapon might gun down the enemy ship when it comes into close ranges. I'm very curious to compare the effectiveness of PD vs blaster weapons.
Jorgen_CAB
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Jorgen_CAB »

The main problem with none dedicated PD is that they don't fire at either missiles or fighters unless that is the only thing they can hit. This also means the shorter the range of the weapon the more they will fire in PD mode. This can be an important distinction. For example a missile system such as concussion missiles will very rarely fire in PD mode due to being the weapon with the highest range on the battlefield, mostly at fighters when used.

You put dedicated PD there so you can fire on missiles and fighters even when you are otherwise engaged. In general medium mounts are the best PD weapons in the game from a multi-purpose perspective.

Personally I also favour Point Deflectors as they defend the ship against all incoming fire and not just missiles and fighters. But other PD is quite worth while anyway, it depends on the enemy.
Jorgen_CAB
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Jorgen_CAB »

Nightskies wrote: Wed Oct 11, 2023 3:26 am Meridian shields, if I'm not mistaken, prevent torpedoes from doing component or structural damage so long as they absorb the attack. That is a good point in favor of Velocity torpedoes against Talassos or Deculiaos shields - and putting armor on external slots (though I'd still advise shields on external slots). Indeed- just a scratch disables a component... though to be fair, most of the time a target taking torpedo fire is going to lose more shields by normal damage before a shield is disabled.

These scratches typically don't amount to much- a Damage Control Unit takes care of it quickly enough if the ship isn't kept under fire- we're talking seconds to fix a single scratch. Repair bots handle it a multiple faster. Fighter torpedoes are a different story! 10 bombers fire torpedoes at a rate of 1,000 torpedoes a minute (no exaggeration)- this can put a bunch of scratches on a ship and disable it in short order, especially as shields get low- I've seen small fleets get nullified by a single Planetary Fighter Facility. Can't repair the damage if your DCU is disabled and the CC is offline!
Image
These unselected, disabled purple ships were formerly the bulk of this fleet, the victims of fighter torpedoes with high structural health and only scratches on their components. Lots of scratches. Didn't take long.

About PD:
Didn't mean to imply PD is not worth using. It's hard to assess a fleet of PD due to their spotty willingness to fire on seeking not targeting their host ship- especially as the game starts to tax the hardware. I meant to display how, especially for missiles, PD doesn't come close to negating seeking weapons. While some report an unwillingness to use PD outright, I agree that many designs ought to have a PD.

Also agree about the other points, especially going for multiple weapons.
I think that the fact there is the potential that component are destroyed will actually impact combat more than just the initial math says, especially when you add in that ships can retreat and come back to continue the fight. Since I have also modified the AI to use that tactic with their fleets this become a more important factor. If you manage to knock out a component the ship is effectively knocked out of the fight even if it can retreat and come back after the shield is whittled down.

This might be why I see this more often in my game, especially in bigger fights where ships on both sides have their respective ships jump in and out of the fight multiple time. The AI in the base game simply fight with their ships until they die, more or less which is stupid and why going through the shield and armour is not as relevant.

A ship in my game can move in and out of combat many times before a combat is actually over and that goes for both player and AI empire fleets. Actual ship losses in the game from destroyed ships are generally quite low on both sides unless one side are completely overwhelmed.
tofudog
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by tofudog »

@Jorgen_CAB
Do you have a download you would be willing to share?
This sounds very much like the background of the first few novels of David Weber's honorverse, where ships of the wall would exchange missile fire until one or the other side was unwilling to continue the engagement for risk of actual losses.
WANT... MORE... MODDABILITY...
Jorgen_CAB
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Jorgen_CAB »

tofudog wrote: Mon Oct 23, 2023 1:25 pm @Jorgen_CAB
Do you have a download you would be willing to share?
This sounds very much like the background of the first few novels of David Weber's honorverse, where ships of the wall would exchange missile fire until one or the other side was unwilling to continue the engagement for risk of actual losses.
No I don't have that available, I find that mantaining mods for other people just is too time consuming and don't do that very often. That said it is fairly easy to do this by changing a few lines in the FleetTemplates file.

Change this...
<DefaultEngagementRange>FuelRange50</DefaultEngagementRange>
<DefaultRetreatStrength>LessThan50</DefaultRetreatStrength>
<DefaultRetreatOverwhelmed>EnemyStrength150</DefaultRetreatOverwhelmed>
<DefaultStance>Neutral</DefaultStance>

<ShipsEngagementRange>System</ShipsEngagementRange>
<ShipsAttackRangeNormal>Neutral</ShipsAttackRangeNormal>
<ShipsAttackRangeStronger>Neutral</ShipsAttackRangeStronger>
<ShipsRetreatWhen>NonDefenseComponentDestroyedOrDamaged20</ShipsRetreatWhen>
<ShipsInvadeWhen>InvadeWhenClear</ShipsInvadeWhen>
<AllowShipRoleReassignment>true</AllowShipRoleReassignment>
<OverrideShipTacticsWithFleet>false</OverrideShipTacticsWithFleet>

With for example this...
<DefaultEngagementRange>FuelRange33</DefaultEngagementRange>
<DefaultRetreatStrength>LessThan66</DefaultRetreatStrength>
<DefaultRetreatOverwhelmed>EnemyStrength150</DefaultRetreatOverwhelmed>
<DefaultStance>Aggressive</DefaultStance>

<ShipsEngagementRange>System</ShipsEngagementRange>
<ShipsAttackRangeNormal>Neutral</ShipsAttackRangeNormal>
<ShipsAttackRangeStronger>Neutral</ShipsAttackRangeStronger>
<ShipsRetreatWhen>Shields20OrArmor50</ShipsRetreatWhen>
<ShipsInvadeWhen>InvadeWhenClear</ShipsInvadeWhen>
<AllowShipRoleReassignment>true</AllowShipRoleReassignment>
<OverrideShipTacticsWithFleet>true</OverrideShipTacticsWithFleet>

And you will have a different experience right off the bat. There are allot more you can do but this is a basic change that has a great effect.
Es78
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Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

Post by Es78 »

NightSkies. Thanks for mentioning me.
I have actually thought about updating that calculater. I knew the accuracy was off. There is alos an issue with multi shields and how they block damage. Havent figured it out though i did test it alot.
Also some weapons have been updated.
But happy to see that there are peopel thats actually using it :)
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