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				May 10th, 2005, 10:20 AM
			
			
			
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 Private |  | 
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				 DevNull Mod Anti-Fighter Missles 
 What are the to hit modifiers for Anti-Fighter Missles versus fighters in the Devnull Mod at various ranges?  I have been looking but I could not find it anywhere.  Any help would be appreciated. |  
	
		
	
	
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				May 10th, 2005, 10:26 AM
			
			
			
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 Major General |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 Missles always hit... |  
	
		
	
	
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				May 10th, 2005, 11:08 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 Though they are called "anti fighter missiles", they are really just regular Point Defense.  The to hit bonus starts at +80 for level 1, and goes up by +10 each level.
 The line you want to look at is in the component.txt data file:
 
 Weapon Modifier       := 80
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				May 10th, 2005, 12:08 PM
			
			
			
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 Captain |  | 
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				 Re: DevNull Mod Anti-Fighter Missles 
 Devnull is a great mod, but am I the only one that thinks the anti-fighter missile is way too powerful?  
				__________________ 
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Those who can't teach, slag.
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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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				 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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				 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, 02:13 PM
			
			
			
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 Second Lieutenant |  | 
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				 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. |  
	
		
	
	
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				May 10th, 2005, 03:26 PM
			
			
			
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 Major General |  | 
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				 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. |  
	
		
	
	
	
	
	
	
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