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  #11  
Old May 10th, 2005, 03:58 PM
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Default Re: DevNull Mod Anti-Fighter Missles

If they were actual missiles with PD's autofiring ability, they would be useless, since every missile on the ship would fire at the first fighter in range.
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  #12  
Old May 10th, 2005, 05:13 PM

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Default Re: DevNull Mod Anti-Fighter Missles

Quote:
Suicide Junkie said:
If they were actual missiles with PD's autofiring ability, they would be useless, since every missile on the ship would fire at the first fighter in range.
lol Can you mod missiles to attack fighters?

I don't use missiles most the time. Sometimes I attack planets with CSM or defend a warp point. If you set your missile ships to point-blank range on a warp point they will target multiple ships.
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  #13  
Old May 10th, 2005, 05:14 PM
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Default Re: DevNull Mod Anti-Fighter Missles

Hello ExSentinel.
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  #14  
Old May 10th, 2005, 05:23 PM
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Default Re: DevNull Mod Anti-Fighter Missles

Quote:
parabolize said:
lol Can you mod missiles to attack fighters?

I don't use missiles most the time. Sometimes I attack planets with CSM or defend a warp point. If you set your missile ships to point-blank range on a warp point they will target multiple ships.
Carrier Battles mod uses it extensively.
(At least my empire does, and my enemies are starting to counter my "missile buffet" strategy now. Gotta rush some direct fire ships to the front in order to draw fire and make my bombardment ships effective again)

I even had anti-missile missiles in for a while, but unfortunately, they crashed the combat replay generation.
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  #15  
Old May 10th, 2005, 06:06 PM
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Default Re: DevNull Mod Anti-Fighter Missles

Quote:
spoon said:
What about them do you find over-powered?
Well, let's see...

ExSentinal said:
Quote:
being hit consistently at range 10-13
Parabolize said:
Quote:
anti-fighter missiles ... shoot before it's your turn
At one time (for about 30 turns!) in the Icons game they were my most powerful weapon. They do a tremendous amount of damage for their size at an extreme range to boot! This makes fighters viable only at warp points since they can all be shot down long before they come in range in a mid-system battle. Parabolize is right, though: they are unnecessary in the late game since regular weapons can hit the largest fighters fairly easily.

IMHO the best fix would be to reduce their range to 3 or 4.
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