MnDragon, on 09 September 2013 - 01:15 PM, said:
The AMS system is loosely based on the Phalanx CIWS (Close-in Weapon System) ............... This system fires 20mm rounds at about 4,500 rounds per minute using a 5 barrel, pneumatic driven delivery system. It uses Radar and FLIR (Forward Looking Infra-Red) to detect missiles at 9,000m and will prioritize the first 6 targets to engage at about 3,600m. TL;DR: can you fire any weapon at 4,500 rounds per minute?? .............
All true, but has nothing to do with whether a weapons system can shoot down a missile.
Theoreticaly, the main guns of a WWII battleship can shoot down a missile ....IF it can hit it. The fire control of the Phalanx and its rate of fire are not what determines if it can destroy a missile, they are what allow it to hit one. A single round of the 20 mm APDS ammo it fires that actually scores a direct hit on a missile will destroy it. All of that RoF and fire control is to get 1 round to squarely hit the missile.
Should energy and ballistic (and even other missile) weapons be able to shoot down missiles? Of course, provided they score a direct hit on a single missile. Can it be done within the program? Maybe. But it should be limited to when you score a direct hit on a missile in flight.
I see it more as a "nothing to lose" proposition that might reduce an incoming flight by 1 missile per weapon fired at best. More likely would be a 1 in 100 chance of hitting even a single missile.
Might give the top end players something to brag about though. Provided there was code to keep aimbots from being used.