noblehunter wrote:Joat42 wrote:From what I understand about the spider drive it's a huge disadvantage when you have the typical standard battle - but it's just fine if you want the ability to sneak into a system, dump a bunch of missiles and then sneak out. I can't see it working in any other way. There are some permutations on that scenario though, but they all come down to pure hit'n'run scenarios.
But that's just my opinion...
They're also ridiculously hard to see. Without a wedge to light up passive sensors the MA believes spider drive ships will be nearly impossible to localize at significant ranges. We'll have to wait until they actually see a battle to find out how that works in practice.
Maybe they can even get close enough to use a grav lance and energy torpedoes. *hides*
Ha ha. Though without a wedge they can't actually produce TWTSNBN, as that refocused the wedge to do create the grav spike that kills sidewalls. (And RFC already said ages ago that a spider drive's overpowered tractor isn't enough to drop a sidewall.
They are damn hard to see though. Right up to the point where they roll pods and fire off their Cataphract swarm - then its blindingly obvious where they were. So if those missiles don't obliterate the entire enemy force you better run away fast. Heck even if you move away from the missiles before launch someone might be able to detect your fire control links to them - you're blasting fairly high bandwidth radio more of less up the backsides of the missiles (so roughly towards your target) over millions of km. So it's not impossible for someone to get a direction finding hit pointing back at you.
Now with enough time to set an ambush they can deploy the fire control relays that the Ghosts snuck deep in-system before Oyster Bay so (baring the extreme bad luck of having a stealthed enemy out on the extended line from the ship to the relay) and backtrace would lead to an expendable relay rather than your LennyDet.