swatti wrote:Hmm... Continuation of my missile-idea:
The infamous Flail Barrage Missile seems to be a death sentence to just about anything below M6... How come it can hit, but my 10 of my wasps cant hit most M6s?
Perhaps a temporary walkaround for the broken prox-flag or so, "enlargen" the size( or the nono-visible hitbox) of the missiles so that they can actually hit something. Not the visible model ofc.
Torpedoes tho should look a lot bigger and visible, something one can see coming.
Is the area-explosion size bugged too or can that be changed? Cause sadly it seems due to egosofts mess, most missiles are useless but some seem to be somewhat functional.
Also: gief wildfire and cyclone fabs for player to build ^^
The main reason the missiles are so small is that in TC they were one-shot-and-your-dead. The only option was make them tiny or they never got through MARS or MDMk2.
With AP that has all changed. We can now give missiles hull points which means I can put their size up again so they won't miss so easily... although I do think they should be dodgable.
I stated on the release of the AP version that I would be revisiting missile balance. But I am waiting for Litcube's new missile boat script as I do not want to have to rebalance them twice.
I don't think the current state of affairs with missiles is a million miles away though. They just need a few tweaks.
As for flails, in XRM they aren't swarm missiles which makes them significantly less effective over vanilla.
BTW - Just dropped Expnobody's new USC M2+ in to replace Cadius' Nagoya and it looks superb!
The question is now, do I replace the Solaris/Saitama with Expnobosy's M1+?