Re: DevNull Mod Anti-Fighter Missles
Thanks for the info. That means his AFM IV will be reduced to the basic 90% hit chance at range one and decrease from there (My light fighters all have ECM III)
I am currently at war with someone who has the tailsman, but does not use that many anti-fighter missles on his ships, so I am trying to gauge what is the best fighter class to use against him. I think I am going to stick with light figthers, with ECM III and keep the numbers to 10/stack. If I get enough targets out there, hopefully his direct fire will concentrate on the fighters and leave my ships alone long enough to cause some damage.
It is just a pain to continually being hit consistently at range 10-13 with APB XIIs and only getting in one hit for every 3 he puts on me, so hopefully the many target scenario will work out.
As far as the AF Missles being overpowered, I always thought the basic PD package that came with the stock game was incredibly overpowered. The AF at least only fire once every other turn making fighters somewhat viable, whereas in the stock game fighters were pretty useless after a relatively short period of time with tech advances.
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