|
|
|
 |

May 10th, 2005, 02:13 PM
|
Second Lieutenant
|
|
Join Date: Aug 2003
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: DevNull Mod Anti-Fighter Missles
Anti-fighter missiles are useless. APBs are hiting 25kT, 35kT, and 50kT fighters in Icons. The only advantage anti-fighter missiles have is to shoot before it's your turn.
|

May 10th, 2005, 03:26 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: DevNull Mod Anti-Fighter Missles
I disagree, anti-fighter missiles are pretty awesome in Devnull Mod, especially due to their PD-Ability, which in fact allows ships and planets to hit 20 instead of 10 targets, given enough firepower.
|

May 10th, 2005, 03:58 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

May 10th, 2005, 05:13 PM
|
Second Lieutenant
|
|
Join Date: Aug 2003
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

May 10th, 2005, 05:23 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

May 10th, 2005, 05:14 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: DevNull Mod Anti-Fighter Missles
Hello ExSentinel.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|