Please find all the holes in my theory here. I'm used to mathhammering up a probability simulation in most systems, but I'm afraid my way of simulating degrees of success may be off.
I've been thinking about the roles of ships lately. I've been presuming that raiders/destroyers are specialized in taking out high-armor targets like cruisers, while frigates are better at running down lightly armored targets (like destroyers). I've been mostly basing this off of the fact that destroyers can carry lances and (most) frigates can't.
After thinking about it a bit more, I wondered if that was really the case at all. Sure lances ignore armor, which is awesome, but they only fire one shot, compared to the massive salvos that macrobatteries can put out. So I decided to test it out. At first I was going to call the tread destroyers v. frigates, then after remembering the payloads of some frigates and transports, lances v. batteries. I was expecting each class of weaponry to have only a tight lead in each of their specializations. Now after running the figures, I have to wonder: are lances -- in their non-battery form at least -- a trap?
Let me also put it out there that I'm not factoring in crits into my simulation. I might go back and work on the probability of those later, but they dilute the straight comparison of damage in a hard-to-quantify way.
Here's the comparison:
Titanforge Lance Weapon + Mars Pattern Macrocannons v. 2x Sunsear Laser Battery
My reason for choosing this matchup was their proximity in requirements (the lasers use one less power and two more space), and the practicality of the combinations (You can go down to a Thunderstrike in the lance combo, but the Sunsears will still only use one more power, and you are sacrificing on the range of your salvo). Ryzas are also acceptable substitutes for the Sunsears, and for not that much more. However, I liked running the comparison with the batteries having the slight resource advantage since we're seeing if they can beat the lance on it's home turf -- anti-cruiser combat. Also the longer range of the Sunsears meant I could ignore that variable in the equation. Also the batteries have the advantage of not needing a prow slot for smaller ships.
The target I'm running them against is a standard AV20 vessel with double voidshields, the highest AV in the core book. I'm making the assumption that the batteries increase in power against low-AV targets in a point-for-point basis as the target's armor lowers, wheras the lance doesn't receive any benefit until the armor significantly drops to within the damage range of the Macrocannon. The three scenarios I'm running are with a 40% chance to hit, a 50% chance to hit and a 60% chance to hit. It's fairly easy for the starting RT crew to have at least one member with BS40, and it's also pretty easy to either use situational bonuses, extended actions, or experience points to get that up 10-20 points. Now, the math:
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Scenario 1: 40%
Lance + Macrocannons
The cannons will fail to penetrate on even a max roll. They do the job of knocking out the shields 30% of the time.
The Lance hits an unshielded target .3*.4=12% of the time with an average damage of 9.5
DPR: 1.14.
Dual laser batteries
Here's where the math gets complicated. The first battery gets 4 hits 10% of the time, 3 hits 10% of the time, 2 hits 10% of the time and 1 hit 10% of the time. The second battery has the same odds. The chance, therefore, of any particular combination is 1%.
On average, 5 hits will do 2.5 damage, 6 hits will do 10 damage, 7 hits will do 17.5 damage, and 8 hits (the max) will do 25 damage.
This means the batteries will do .04*2.5+.03*10+.02*17.5+.01*25
DPR: 1
Victor : Lance... but not by a lot.