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The typical profile for hit-and-run attacks isn't to creep up on the target, fire, run and jump out. The attacker generally enters weapons range at full speed so as to be hard to hit during the entire pass, fires some shots, exits weapons range, then turns around for another pass.
Short of radically different weapons (the explosive railgun, perhaps, or a fast rocket), nothing is going to prevent the hit part of hit-and-run, but a very fast sprint ship can make the run part costly.
Short of radically different weapons (the explosive railgun, perhaps, or a fast rocket), nothing is going to prevent the hit part of hit-and-run, but a very fast sprint ship can make the run part costly.
The typical profile for hit-and-run attacks isn't to creep up on the target, fire, run and jump out
Agreed. New (less effective, but still plausible) tactics would be needed for the Peregine to hit-and-flee.
More over, I had forgotten to take into consideration the 1/3-full-battery-to-jump condition. So in my analysis I forgot to mention that jumping after traveling 4000m would be impossible for a couple seconds, giving the pursuer enough time to either catch up or find where the pilot went.
Agreed. New (less effective, but still plausible) tactics would be needed for the Peregine to hit-and-flee.
More over, I had forgotten to take into consideration the 1/3-full-battery-to-jump condition. So in my analysis I forgot to mention that jumping after traveling 4000m would be impossible for a couple seconds, giving the pursuer enough time to either catch up or find where the pilot went.