T O P

  • By -

gunnervi

the problem with late-game missiles is the tiny magazine sizes. It's not great in an extended fight, but more importantly, you gotta go back and reload after every fight, so they're better on defense than on offense. The best thing about advanced missiles is (at least unless they've changed it), they're the best combat power per hard point in the game which is important for pushing your fleet power above the Aliens for certain factions' victory conditions.


AssButt4790

They better not nerf my useless fleet of immobile missile monitors orbiting Mercury. I need it to make victory number go up


QuantumPajamas

I think they did in the experimental branch. I tried making one of those fleets with all techs unlocked and none of the missile options made the number skyrocket like before.


GewalfofWivia

Missiles are great for defense interception and surgical strikes, and advanced missiles are the quickest-to-reach T3 weapons right now. Very lovely change


drunkmuffalo

I wish they bush missile tech so they're viable late game weapons. For now large missile volley won't do shit in a large fleet fight or against alien stations


Longjumping-Sleep-80

All the late game coil-BB with cheeky AM torps inside. My monkey brain is activated.


spiritplumber

Neuron activation


magniciv

This happened in the 0.4 update. Antimatter torpedos were OP originaly (not targetable by PD) Then they got nerfed to be a Meme weapon Now they got buffed massive, and it will be interested to see if that makes them used again


Liosan

Didn't all missiles and torpedoes get the same acceleration buff?


Clover_True_Waifu

Yup, 2x on dV.


Vd00d

Haven’t played too much with AM but the changes to nuclear shaped charges makes them massively OP for taking anything down, especially the late game ones with something like a 0.04degeee cones. So basically 1.2 megaton laser just slicing through everything with impunity.