The Dreadnought Effect
#251
Posté 27 février 2011 - 07:52
#252
Posté 27 février 2011 - 08:09
Each .1% added to that increases the mass and therefore kinetic potential by factor of ten. Nothing survives FTL round intact.
DNs don't "Evasive maneuvres" You take out the heavy hitters, and you kill C3. DN is easily vectored and tracked. Is big. Very big. Has Inertia. Same applies to all normal DNs.
Nasty that you are raising points that i made earlier in this thread.
#253
Posté 27 février 2011 - 08:43
LordShrike wrote...
Mass of the Slug: 25kg. Velocity: 99% Speed of light. Target: Earth. Result: Shattered.
Each .1% added to that increases the mass and therefore kinetic potential by factor of ten. Nothing survives FTL round intact.
DNs don't "Evasive maneuvres" You take out the heavy hitters, and you kill C3. DN is easily vectored and tracked. Is big. Very big. Has Inertia. Same applies to all normal DNs.
Nasty that you are raising points that i made earlier in this thread.
Last I checked the formula for kinetic energy is 1/2 mv^2. A 0.1% increase to the mass only increases the energy by 0.1%. A 0.1% increase to velocity multiplies the energy y 1.001^2, or 0.2%.
And last I checked, Earth doesn't have reaper level sheilding, so what is your point? Making world shattering weapons isn't that tough.
Your physics knowledge seems to have similar limits to your economics...
As for DNs being 'very big' or 'having inertial' the whole 'mass effect' is playing fast and loose with the effective mass of matter. That changes the rules. And when you are fighting over distances measured in thousands of kilometers, being a kilometer long doesn't make that much difference. It does make a difference over the size of a frigate or shuttle, but that doesn't make you an easy target or change the position uncertainty issues.In most cases a course correction of a fraction of a degree would be enough to dodge at these ranges.
#254
Posté 27 février 2011 - 08:47
#255
Posté 27 février 2011 - 09:32
It seems in short that the Shield Tech is the number one concern with a reaper, then its mobility. If stationary with shields down, well it seemed to have went down fairly easily. so what do we know about the shields? How they are generated, is there anything that can be hit to kill power to it? Could they be brought down by EMP or Ion Cannon, though I'm not sure if the later is in ME weapons listing, and in the former would be a double edged sword.
So maybe the question shouldn't be what sort of mass or energy would be needed to punch the shields and remain with enough left over force to kill the reaper. But rather how do we get around those Shields. They seem to be both energy and partical defense base, given the easy we seen Sovie ramming a Turian Crusier like it were paper. Then when the Shields were down a group of Frigate and Fighter Bombers where able to finish it. Though fast I think the shields being offline would give the other races one hell of a fighting chance. Its like in the First case, its horses and rifles versus tanks, in the later minus shields its horses and rifles versus armored cars. Though still at a dissadvantage small arms can punch through early model and some current armored cars at close range.
So what do we know of the shields, they seem to be hull hugging at the least, we can't even be sure howmuch firepower then can take before going down, the Forces at the Cithidal were fighting numerous targets at once and could not bring all guns to bare on one target. At least it seems that way to me, smaller ships and fighters might be able to keep up with a Reaper, Cap ships no way, my mythic destoryer class might give it a run for its money. But all of that and unless you have a HUGE ship sized shell firing gun, those shields are the number one problem. I assume they can't be kept on for good however, any info on this on books, or canon in game sources?
Modifié par KenKenpachi, 27 février 2011 - 09:33 .
#256
Posté 27 février 2011 - 10:05
LordShrike wrote...
Inertia is the resistance of any physical object to a change in its state of motion or rest. It is represented numerically by an object's mass.(Mass is not Inertia.) On the surface of the Earth inertia is often masked by the effects of friction and gravity, both of which tend to decrease the speed of moving objects. Now the thing is... Mass. Even IF you manage to change it it does not change the inertia of the object. Wich the ME fields do not do. They only change the mass of the object, not inertia wich is another quantity in it self.
The object's inertia isn't its energy. Inertia is indeed related to mass, but it is also the resistance to accleration. Force = mass x acceleration, or alternatively, acceleration = force/mass. If you lower the mass, the easier it is to accelerate the object, or decelerate it for that matter. That makes course changes easier.
Furthermore, inertia isn't energy. It isn't the amout of energy impact with that object would have available to transfer, i.e. to do damage with.
#257
Posté 27 février 2011 - 10:08
KenKenpachi wrote...
Then when the Shields were down a group of Frigate and Fighter Bombers where able to finish it.
We don't even know for sure that is what happened. Killing Mecha-saren could have caused Sovereign to lose containment on its antimatter reserves just as Joker went in for the kill shot. Joker's shot could have been completely irrelevant for all we know....
#258
Posté 28 février 2011 - 01:28
EMP might not work at all since Reapers MUST be shielded against radiation as they live in space. And so are the Reaper shields by that train of tought. Though it should work on shields themselves, since they are only as resistant to the EMP as the weakest component. Shields basically function by electrical current to Eezo, so any disruption to that should instantly affect shields themselves...
I'm guessin you are thinking Star Wars ion cannons? Those, i don't know what they would do to ME shields, they COULD go straight trough them. Which would be effective to be sure. Or just cause overload similiar to damage.
As to the shield duration. It must be that they can be kept on forever, as long as there is energy to maintain them. And since they also are based on MEfields there must be the need to discharge them too... No sources that i could find, just gameplay.
Nothing is indestructible, not even those Reaper shields. Strong electrical current might do the trick, no need to resort to EMP or Ion Cannons. Just, i don't know, Throw batteries at them.(Finally, a use to those old car batteries we have lying around everywhere.) Or use the lightning gun from 2, what was it named... Arc Projector. That is by definition a shield killer. Ship board weapons of that type might be effective at Reaper Shield downing, them we just sic your Destroyers at them. Provided that the Reapers don't have laser-masking... 'cause that would be.. Bad.
Modifié par LordShrike, 28 février 2011 - 01:29 .
#259
Posté 28 février 2011 - 02:33
But nice point on the discharge, LordShrike. What I wonder is if a system of heat sinks and vents could allow the reapers to just vent the discharge on the run. Saddly as no IR images of a reaper were seen ingame that may not be so. If so however, wouldn't you need a break in the shields at that point to allow them to discharge while on the move. But thats me thinking it may be a heat based system and I could be wrong on that.
As to you comment Moiaussi, if thats the case then that pretty much sucks, though it suggest the Reaper antimatter containment must be very fragil, which I doubt given we seen him ram alot of ships, so if just going to sleep makes you go boom, I'ld hate to see what a speed bump would do. That OR the system is maintaned by the Reapers in which case if a jammer that could cut off said control even briefly would be ultra effective. Its my opinion however Sovie was going back to control of his own body, but sufferd an overload and didn't get his systems up in time. And the Combined Frigate/Fighter Bomber attack which was launched on one point in close breached his armor and the power core. I mean even a 50.Cal can break into a tanks armor if you hit the same spot often enough. I find a concentrate attack breaking through far more likely than an unstable reactor system.
We see the Reapers evolve and I doubt they would keep a faulty reactor containment system endlessly. But Armor is another issue, You can have a blance of Speed, Armor, Firepower. Or a great return on one or two at the price of another, but not all three. And reapers seem to have went for sloped armor, which to me suggests thinner armor, given slopping of plates gives greater protection than just one thick slab, thin armor makes perfect sense when looking at the speed and firepower and the general shape of a Reaper. And the Fleet arrayed Against Sovie had other matters to contend to than massing its firepower.
In fact given the guess work of the number of reapers and the tactics used, attacking in force and at speed, with heavy energy usage in shields and weapons at the price of armor makes sense. We know the Reapers cut off all worlds and attack them a few at a time at a steady pace. So heavy armor would be counter productive to that mission, though I will admit that the reapers may have a break through in armor technology that is beyond our understanding. But I go with the slope armor concept given the angle of attack of the SR1 was direct and from above, thus the plate would be smooth. Slope armor works best when its facing a target at an angle artifically creating more armor for a shell to punch through, while at the same time paving a deflecting surface. If you meet that angle its very thin.
But this is all guess work we know too little on the reapers. For all I know they may be covered in Gundainium, armed with a superlaser, and are powerd on sunshine and unicorns. I'm just going off what I can see and what makes tactical sense. But few things in life ever do. Maybe a member of the ME Team will chime in at some point on this.
#260
Posté 28 février 2011 - 03:01
Sloped armor is one possibility, Been thinking that since Reapers don't require crew compliment it might make more sense to use that space to add armor. Or as earlier suggested,(by me!) fill the empty spaces with non-newtonian fluid.(Helps with heat buildup too.)
The shot from SR-1 to Nazara was more akin to MovieMoment than solid science to me. it might have been the kill shot but maybe not the deciding factor. Now i can't link this. But, There was some OLD thread where some Dev. or somesuch mentioned that Nazara lost power when he was kicked from robo-Saren, and that was the leading cause in his shields failing. IIRC he wasn't on the team finalizing that scene but it is most solid source i have run in to.(it is here on this forum that some one mentions the link... but where?)
Modifié par LordShrike, 28 février 2011 - 03:02 .
#261
Posté 28 février 2011 - 03:04
LordShrike wrote...
Hmmm.... That heat is going to be issue to Reapers on a long term basis. Maybe they mastered Cryo-arithmetic engines? linky. Or some other long term solution to that problem... Space is cold but there isn't much to transfer that heat into. You can only delay the heat buildup for so long with internal systems. Doubt they will be using those in 3 since those system would need to only negate minimal buildup in long term, transferring that heat to other sources of energy makes more sense in times of conflict.
Sloped armor is one possibility, Been thinking that since Reapers don't require crew compliment it might make more sense to use that space to add armor. Or as earlier suggested,(by me!) fill the empty spaces with non-newtonian fluid.(Helps with heat buildup too.)
The shot from SR-1 to Nazara was more akin to MovieMoment than solid science to me. it might have been the kill shot but maybe not the deciding factor. Now i can't link this. But, There was some OLD thread where some Dev. or somesuch mentioned that Nazara lost power when he was kicked from robo-Saren, and that was the leading cause in his shields failing. IIRC he wasn't on the team finalizing that scene but it is most solid source i have run in to.(it is here on this forum that some one mentions the link... but where?)
Irrevelant they simply are.
#262
Posté 28 février 2011 - 05:43
Reapers have all those, they employ massive Eezo core and obviously somesort of advanced propulsion system beyond the reach of current Council tech level. All that adds up to superior mobility, speed, combat endurance and area of operations.
Reaper shield strenght is with out par, as evident, more than enough to count for the "lack" of armor.(armor is pretty much irrelevant because of MA guns anyway.) Added durability comes from afore mentioned manouverability, and i think they are not lacking in countermeasures.(ECM, ECCM, PDW...)
Firepower is the trickiest to to master in space war since every situation in SW requires it's own weapons and tactics to be effective; Knife fight ranges require endurance and multi directionality. Bombardment ranges require big guns and math. While mid ranges require multitasking capability in all areas, especially fighter/bomber coverage and speed.
Now, considering what is "known" about Reapers i think that the best place to hit them would be that mid range. They absolutely dominate Long range, and sticking to CC would be suicide, especially against multiple Reapers. Simply because that would allow to sic all the resources to the fight,(Carriers, FRIs, DNs, CRs and DEs.)
There are setbacks to this system to be sure. First is the sheer amount of C3 that would be needed to be allocated to a single fight, not to mention physical resources that will be lost if Reapers can start picking at Fubar situations that C3 ignores... Main advantages would be the amount of multitasking the Reapers would need to do in order to understand the situation, that gotta start biting in to their computing power sooner or later. And of course the plethora of weapons in the field, somethings gotta hurt them.
As overall that situation will solve itself very rapidly one way or the other, it comes down between Reaper efficiency and Council fleets combined fire superiority and battlefield dominance.
Hmm... Point of note, i have a nasty feeling that Reapers have internal Relay. Don't know why.
I HAVE A NASTY FEELING THE INDOCTRINATION IS WEARING OFF. OH, WELL. MORE PAVLOV. ZAP! -HARBRINGER.
Modifié par LordShrike, 28 février 2011 - 05:45 .
#263
Posté 28 février 2011 - 06:20
KenKenpachi wrote...
As to you comment Moiaussi, if thats the case then that pretty much sucks, though it suggest the Reaper antimatter containment must be very fragil, which I doubt given we seen him ram alot of ships, so if just going to sleep makes you go boom, I'ld hate to see what a speed bump would do. That OR the system is maintaned by the Reapers in which case if a jammer that could cut off said control even briefly would be ultra effective. Its my opinion however Sovie was going back to control of his own body, but sufferd an overload and didn't get his systems up in time. And the Combined Frigate/Fighter Bomber attack which was launched on one point in close breached his armor and the power core. I mean even a 50.Cal can break into a tanks armor if you hit the same spot often enough. I find a concentrate attack breaking through far more likely than an unstable reactor system.
We see the Reapers evolve and I doubt they would keep a faulty reactor containment system endlessly.
All antimatter containement is inherrently fragile. It takes effort and energy to prevent anti matter from colliding with matter and exploding, and additional of both to channel that explosion. ME fields make the tech theoretically possible, but it is still problematic tech, more like someone's 'really good idea' than anything anyone would be crazy enough to actually use.
And I wasn't suggesting that said system would fail due to lack of concentration or 'speed bumps', but that killing Sovereign's Saren-avatar might have caused feedback shutting down containment. It definately dropped Sovereign's ME fields somehow, and the containment system would be just another ME field. One would think such a system would be isolated and independant, but it could be just like the old Star Trek shtick that no matter where the ship was hit, the bridge would also take damage, as if they had abandoned circuit breakers by the time of Star Trek.
But Armor is another issue, You can have a blance of Speed, Armor, Firepower. Or a great return on one or two at the price of another, but not all three. And reapers seem to have went for sloped armor, which to me suggests thinner armor, given slopping of plates gives greater protection than just one thick slab, thin armor makes perfect sense when looking at the speed and firepower and the general shape of a Reaper. And the Fleet arrayed Against Sovie had other matters to contend to than massing its firepower.
Sloping armor doesn't affect mass much and therefore doesn't affect performance much. As for thickness, it really depends on a lot of things. Modern anti tank weapons are much more powerful than modern armor, so modern tanks use 'reactive armour'... sort of a poor man's ME field, strapping shaped explosive charges to the hull to counter the kinetic energy of any shell which hits the tank. The conventional armor is there to handle lesser weapons, glancing shots, etc.
This being science fiction, though, armour can have whatever properties the writers think they can convince us of.
But this is all guess work we know too little on the reapers. For all I know they may be covered in Gundainium, armed with a superlaser, and are powerd on sunshine and unicorns. I'm just going off what I can see and what makes tactical sense. But few things in life ever do. Maybe a member of the ME Team will chime in at some point on this.
They seem to be having enough trouble just keeping basic continuity straight, let alone trying to make sense of the tech. Besides, one of the writers did chime in to the thread commenting on the unbelievability of Lazarus. To paraphrase, "Shep's body was sufficiently intact. I don't know enough of the physics to do the calculations to prove it possible', which is essentially saying he waived his pen at it and made it happen regardless of it not being believable if you try to crunch the actual numbers. This is why I have been saying not to try to apply real world physics. ME doesn't neccessarily hold up well to them, given the writers aren't physicists.
#264
Posté 28 février 2011 - 07:27
I wish we had some sort of report from Cerberus about the reaper they were working on. That would provide a wealth of data to this topic. As to the Antimatter topic, honestly also correct, and given what we know of that I don't know why they keep using it in scifi type settings, honestly, we have reassons we don't use some types of fuel in our rockets anymore, yet countless Starship Captians always end up dying with that sort of tech. Though given the science behind it such a thing can produce HUGE amounts of power at a low cost. Problem is Hydogen did the same for the Hindenburg.
You are also correct on the physics, I'm just trying to think of ways that realistically the Reapers can be killed. As I'll be highly dissapointed if we see some ID4 or 4th Element type crap in ME3. I want to see some real figures and what not from the game that coins Sir isaac newton as the deadliest son of a **** in space.
#265
Posté 28 février 2011 - 08:35
The whole 'sheilds down to x%' thing is a throwback to Star Trek's lack of circuit breakers. Damage to the sheilds in Star Trek actually destroys sheild generation modules.... or at least that is the official explaination as I remember it.
#266
Posté 28 février 2011 - 08:39
KenKenpachi wrote...
You are also correct on the physics, I'm just trying to think of ways that realistically the Reapers can be killed. As I'll be highly dissapointed if we see some ID4 or 4th Element type crap in ME3. I want to see some real figures and what not from the game that coins Sir isaac newton as the deadliest son of a **** in space.
Since the laws of physics don't seem to apply properly to ME fields (they stop only fast moving objects, which makes no sense... the Normandy should not have been able to just fly through the Collector base's sheilds), all you really need to handle them is to get your gun ports inside the sheilding.. why this wasn't done against Sovereign I have no clue... just ease up from its engine ports (which are a pretty much guaranteed blind spot) slowly until inside the sheilds, and open fire. Sovy was stationary. The same technique should have worked against the derelect reaper, regardless of EDI's comments.
But that would require applying logic to the writing...... can't have that
#267
Posté 06 mars 2011 - 02:26
What comes to Reapers in general... You realise that if living expectancy for even a dreadnought is 0.3 seconds it might be kind of difficult to get inside of the range of effective offensive measures?
Modifié par ZLurps, 06 mars 2011 - 02:27 .
#268
Posté 06 mars 2011 - 08:08
Saren100 wrote...
I think thanix guns are a plothole<br />
<br />
Why would sovereign not have given that tech to the Heretic geth before moving on the citadel.<br />
<br />
If I invaded the Roman Empire with an M-16A4 and an M9 pistol I wouldn't start handing out my hardware to my primitive allies. I might need their numbers but I would obviously want to maintain my personal superiority.
#269
Posté 06 mars 2011 - 08:11
Since the laws of physics don't seem to apply properly to ME fields (they stop only fast moving objects, which makes no sense.../quote]
This is by design. Mass Effect fields do not power-up (or take on mass/mass up) unless the incoming projectile is moving at a pre-programmed velocity or greater. This is for convenience of being able to manipulate things without knocking them over, such as sitting on a chair or grabbing your own gun. My assumption is that the same applies on a larger scale to space stations et al for convenience of allowing ships to dock.





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