Even if it somehow has a longer range you'd still need to explain how it'd overcome the lightspeed lag inherent in the targeting loop when using an line of sight lightspeed weapons at something several lightseconds away.penny wrote:ThinksMarkedly wrote:As others have said: range.
As a beam weapon, as per the HV rules, the firing must happen within a million km of the target, probably must less to be effective.
I am not sure if that is true of a 3-second firing weapon in and of itself. It might be more effective at a longer range having much more time on target. Plus, how do we know that a scaled-up graser won’t be more powerful than standard energy weapons?
penny wrote:Question. When a ship or fleet is decelerating, does it have the same sensor ability when flipped?
Generally yes -- the fore and the aft hammerheads have mirror image sensor suites. So a ship can see just as well in 'reverse' as 'forward'.
(That maybe slightly compromised for podlayers since their hammerheads aren't symmetrical. However, since you're more likely to engage while decelerating than accelerating if you were going to have one hammerhead with better sensors you'd be best off putting the better ones on the stern. So I'm sure, despite needing to make room for the large pod doors, the designers figured out how to mount just as good a sensor suite as they carry on their bows)
Now one thing that affects a single ship is that your clear field of view in narrower (vertically) looking aft because of the way the wedge planes tilt (and even your own sensors are less effective when looking through your wedge). Your lateral field of view is the same - because the wedge never interferes with that; but looking forward your vertical field of view is about +/- 64° from dead level while looking after it's only about +/- 15°. (That's the same wedge tilt geometry that leads to a down the throat shot being easier to pull off than an up the kilt one; the taller forward opening leaves more unobstructed there are more angles a shot can land from)
However there are a couple of ways to largely mitigate that shorter after field of view - rotate the ship, porpoise to sweep the opening up and down, rely more on RDs; or if you're in a fleet just coordinate ships movements to get a wider view by reducing sensor overlap between ships.