I think I’ve understood turrets so far. You have an optimal range where you can hit stationary targets, a falloff range (someone said it’s impossible to hit something at optimal + 3X falloff, but I think I scored I hit while taking potshots, either that guy was wrong or I was lagging and the hit happened when I was actually closer), tracking, and damage value.
If I want to be able to hit a stationary target 30% of the time, I need to be roughly optimal ± 1.3 falloff, but to do 30% damage, I actually need to be within optimal ± 1.1 falloff. Also this makes railguns rather stupid since falloff isn’t very big so I have to make sure something doesn’t get too far, but I also can’t let it ge too close. To do 30% damage I’d have to keep them at optimal ± 1.1 falloff, but that band is so narrow for some turrets, it’d be diffult to keep yourself from accidentally getting too close even if your base speed is higher than your target.
Tracking makes it easier to hit small fast targets. Damage multiplier is straight forward.
Now comes missiles. So higher damage value is obviously good. Ideally you’d want missile velocity to be at least triple the target ship and if it is equal the target ship, the missile isn’t even going to catch up. A higher flight time is good and flight time times velocity is the effective range. Explosion velocity helps do damage against faster ships. Ok, all makes sense to me.
So I open up the simulator of the Talwar and experiment with different missile launchers. None of them have a damage multiple or velocity multiplier. The only thing that seems to change them is the missiles you put into them! The only thing I notice is that the tech II ones just seem dumb since they just make fitting really hard. The Talwar’s bonuses is in microwarpdrive and if it uses that instead of an afterburner, power grid gets tricky.