Re: Decoying PD
Arguably the balance is correct as it stands now.
When small numbers of CSMs are involved, then small numbers od PD will suffice to deal with the threat.
As the number of CSMs grows, the amount of PD needed to defeat them also grows.
The breakpoint at which the number of PDs is most effective is hard to judge. I suspect almost everyone will design ships with one or two PD just to be safe. However, this won't help when you're faced with a true massed wave of CSMs (a massed planetary defence launch, for example). When faced by this threat, you need much heavier point defence.
The downside of putting lots of PD on your ships is the loss of space available to everything else. You can get around PD with tactics - sometimes. We all know how to duck and weave and decoy around computer CSM weapon platforms. CSM ships can give you a lot of trouble if you haven't sufficient mass of PD.
PD is also useful against fighters, which increases the value of having them around. IMO, if the balance needed changing, I'd assume the decoys are already in the model and up the CSM warhead sizes by ?15%? and speeds by +1 instead, to make the CSM threat more deadly, forcing the defending player to make more difficult choices about the balance between offensive weapons and PD, and more difficult tactical choices on the duck/weave/decoy of CSMs at the edge of their range envelope.
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