Having never played any version of T asides from GT, I can't know about them so I'd like to ask: Are small numbers of missiles basically useless in most versions of traveller space combat?
See, in GT space combat, a single laser can usually, on average, stop about 2 missiles per turn on AVERAGE rolls, meaning it'll stop at least one on poor rolls and rarely stop none, plus on a decent roll a single laser will stop 3.
This means a typical free trader with two turrets mounting 3 weapons each that has, say, 4 lasers and 2 sandcasters, can reasonably expect the lasers to stop 8 missiles per turn, because even if you roll crap for one laser the odds say you'll roll good on another and balance it out.
Also a sandcaster can stop one missile per turn on an average roll.
In GT it's pretty much futile to arm a small ship like a FT or scout with missiles as you can fire one per turn per missile launcher, and a laser can stop 2 per turn.
Now this isn't a mistake in GT's space combat system, it's intentional and even written in the rules that a typical energy weapon can stop 2-3 missiles per turn average.
I can see this as reasonable as in a featurless background (space) a decent sensor rig ought to be able to spot the missile coming in and a laser moves a lot faster than a missile, so it ought to be able to tag it.
My question was does it work like that in other versions or traveller?
Also, missiles aren't useless in GT, they just need to be used in large numbers to saturate a target's defenses, which is why missile bays are popular.
Generally it makes sense for small ships to forgo missiles and mount lasers or sandcasters. Fighters operating in squads can use missiles with effect. Is that how space combat in CT and other versions go? I'm just sorta curious.
See, in GT space combat, a single laser can usually, on average, stop about 2 missiles per turn on AVERAGE rolls, meaning it'll stop at least one on poor rolls and rarely stop none, plus on a decent roll a single laser will stop 3.
This means a typical free trader with two turrets mounting 3 weapons each that has, say, 4 lasers and 2 sandcasters, can reasonably expect the lasers to stop 8 missiles per turn, because even if you roll crap for one laser the odds say you'll roll good on another and balance it out.
Also a sandcaster can stop one missile per turn on an average roll.
In GT it's pretty much futile to arm a small ship like a FT or scout with missiles as you can fire one per turn per missile launcher, and a laser can stop 2 per turn.
Now this isn't a mistake in GT's space combat system, it's intentional and even written in the rules that a typical energy weapon can stop 2-3 missiles per turn average.
I can see this as reasonable as in a featurless background (space) a decent sensor rig ought to be able to spot the missile coming in and a laser moves a lot faster than a missile, so it ought to be able to tag it.
My question was does it work like that in other versions or traveller?
Also, missiles aren't useless in GT, they just need to be used in large numbers to saturate a target's defenses, which is why missile bays are popular.
Generally it makes sense for small ships to forgo missiles and mount lasers or sandcasters. Fighters operating in squads can use missiles with effect. Is that how space combat in CT and other versions go? I'm just sorta curious.