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				May 10th, 2005, 12:38 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 What about them do you find over-powered? |  
	
		
	
	
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				May 10th, 2005, 01:06 PM
			
			
			
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 Private |  | 
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				 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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				May 10th, 2005, 01:37 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 Talismans are definitely one of the worst things to ever hit the SE series. |  
	
		
	
	
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				May 10th, 2005, 01:45 PM
			
			
			
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 Major |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 They do push the game towards short and dirty it is true. You're not going to beat a talisman armed fleet fairly without massive extra numbers, so the best bet is to try and take out any religous players early hoping their spending most of the research on religous tech not shields/weapons. 
				__________________He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
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				May 10th, 2005, 06:06 PM
			
			
			
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 Captain |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 
	Quote: 
	
		| spoon said: What about them do you find over-powered?
 
 |  Well, let's see...
 
ExSentinal said:
  
	Quote: 
	
		| being hit consistently at range 10-13 
 |  Parabolize said:
  
	Quote: 
	
		| anti-fighter missiles ... shoot before it's your turn 
 |  At one time (for about 30 turns!) in the Icons game they were my most powerful weapon.  They do a tremendous amount of damage for their size at an extreme range to boot!  This makes fighters viable only at warp points since they can all be shot down long before they come in range in a mid-system battle.  Parabolize is right, though:  they are unnecessary in the late game since regular weapons can hit the largest fighters fairly easily.
 
IMHO the best fix would be to reduce their range to 3 or 4.
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