Let's discuss the pros and cons of those three sources of Area of Effect damage, and of other tools for close air support, mostly targetting the skimmer, infantry and turrets.
While other weapons could also be options, I wouldn't see them as viable due to the tiny, TINY size of the targets out there. Fragment cannons would be closest to viable out of those, could be considered as well in the discussion below.
1. Missiles : My pick for now as the air support weaponry of my CAS ship (krait MK2).
Pros :
Doesn't inherit ship's momentum, making them much easier to aim, point and click easy.
Does have what I'd call a medium explosion radius, negates the small hitbox advantage of infantry down below. (numbers would be nice to have for radius)
Cons :
Can be shot down by point defence, base lasers.
Requires ammunition, but should have easily enough for a whole operation.
2. Mines : The suggested option for bombing runs.
Pros :
Biggest explosion radius, for good bombing runs.
Can have concussive effects (shock mines).
Experimental effects might affect ground units ? (to be tested)
Cons :
Can be shot down by base defences like missiles
Inherit the ship's momentum, makes aiming harder
Simply uses gravity, no "aiming" , just dropping.
Requires ammunition
3. High Yield Cannon : Why would anyone ever use that ?
Pros :
Can be aimed relatively well.
As a cannon shell, should be ignored by the base defences.
Can penetrate first then explode. (might need testing to see if it works in bases)
Cons :
Smallest explosion radius.
Mostly for module damage, might not work as planned.
And now , for honorable mention :
Mining tools! Because we all know some of you are going to try and mine infantry, which of the various tools do you think would work best ?
Which weapons would you use as a close air support pilot to help a friend on the ground, and why ?
Are some of my assumptions wrong, if yes which ones ?
While other weapons could also be options, I wouldn't see them as viable due to the tiny, TINY size of the targets out there. Fragment cannons would be closest to viable out of those, could be considered as well in the discussion below.
1. Missiles : My pick for now as the air support weaponry of my CAS ship (krait MK2).
Pros :
Doesn't inherit ship's momentum, making them much easier to aim, point and click easy.
Does have what I'd call a medium explosion radius, negates the small hitbox advantage of infantry down below. (numbers would be nice to have for radius)
Cons :
Can be shot down by point defence, base lasers.
Requires ammunition, but should have easily enough for a whole operation.
2. Mines : The suggested option for bombing runs.
Pros :
Biggest explosion radius, for good bombing runs.
Can have concussive effects (shock mines).
Experimental effects might affect ground units ? (to be tested)
Cons :
Can be shot down by base defences like missiles
Inherit the ship's momentum, makes aiming harder
Simply uses gravity, no "aiming" , just dropping.
Requires ammunition
3. High Yield Cannon : Why would anyone ever use that ?
Pros :
Can be aimed relatively well.
As a cannon shell, should be ignored by the base defences.
Can penetrate first then explode. (might need testing to see if it works in bases)
Cons :
Smallest explosion radius.
Mostly for module damage, might not work as planned.
And now , for honorable mention :
Mining tools! Because we all know some of you are going to try and mine infantry, which of the various tools do you think would work best ?
Which weapons would you use as a close air support pilot to help a friend on the ground, and why ?
Are some of my assumptions wrong, if yes which ones ?