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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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Re: DevNull Mod Anti-Fighter Missles
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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. |
Re: DevNull Mod Anti-Fighter Missles
Hello ExSentinel.
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Re: DevNull Mod Anti-Fighter Missles
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(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. |
Re: DevNull Mod Anti-Fighter Missles
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ExSentinal said: Quote:
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IMHO the best fix would be to reduce their range to 3 or 4. |
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