On alpha striking with missiles:
A fleet with one a ship that has just used up all its small/medium missiles is basically a fleet with one ship operating on a 2-24 OP penalty, depending on what the mounts were and what was put in them.
A fleet with one ship that got alpha-struck out of the battle is a fleet that's down 40 - 140 OP worth of combat ability. And unlike the missile ammo, the lost crew and the hull damage aren't replaced for free. If the ship gets disabled instead of merely being forced to retreat, you lose any number of weapons and more often that not a hull that's likely to be hard, possibly near-impossible to replace.
Other than the boorish sarcasm, which frankly just undermines everything you say, this just tells me you really just never used them right. You fire them when the enemy is vulnerable, or you fire them in overwhelming force and get a straight up kill. Frigates can sometimes dodge, but destroyers and up can't. People were complaining about skilled enemy Dominators evaporating a destroyer with every volley of 12 Harpoons, at 0 flux cost.
Why is it that hard hitting, alpha striking, fast moving, PD-proof anti-matter blasters regen, but hard hitting, alpha striking, slow moving, PD vulnerable Reapers do not regen? Oh right, because non regen alpha missiles are a complete worthless waste of OP compared to completely overpowered energy builds (more flux, more capacity, more energy weapons) and I guess with the new version regen missiles.
1) As Tartiflette said: AM Blaster doesn't regen.
2) Are you actually going to address any of the points made, or just repeat the same talking points?
mean, do you all really think Repear torpedo's or harpoons are really so devastatingly effective? They are pretty good against low tech fleets but energy fleets will chaos blast them with PD without much difficulty.
You are completely wrong. Common light energy PD will do very little against multiple Harpoons and nothing against Reapers; you need two or more Burst PD Lasers at minimum. For dealing with mass Harpoons (or Annihilators), flak beats any energy PD weapon (especially on a per-OP basis) short of Guardian PD.
There's also the little fact that while high-tech ships can shield against strike missiles more effectively, it also hurts them more when any get through.
Simulator trials:
Spoiler
version 0.6.5.2a
simulator loaded from missions (i.e. no skills)
5 runs per test
Eagle with 3 PD Lasers and ITU cannot stop a single Dagger-launched Reaper from the front, much less all three. This is even when the lead Reaper gets all three lasers focusing it down.
Same with 3 LR PD Lasers.
3 Burst PD Lasers do stop 1 of 3 each time.
Medusa with 2 Heavy Burst Lasers and no ITU stops 1 most of the time, 2 if the Daggers stagger their launch.
(To be sure, Dominator with ITU and 3 Vulcans also fails each time, and Enforcer with 2 side-mounted Flaks and no ITU can stop 2 but only against staggered launch, else all hit)
What about the same ships vs. a single Harpoon pod launched by a Dominator (D) at range?
Eagle, 3 PD Lasers: stops 1 every time
Eagle, 3 LR PD Lasers: stops 1 every time
Eagle, 3 Burst PD lasers: stops 3 most of the time, +1 or -1 depending on luck
Dominator, 3 Vulcan Cannons: stops 2 every time
Enforcer, 2 Flak Cannons: stops 4 most of the time, once it got unlucky and 2 Harpoons got through
Medusa, 2 Heavy Burst Lasers: stops 3 most of the time, 4 if lucky
It's almost as if energy PD isn't really any better than ballistic PD, and often worse. Huh.
My fighter wing is nothing but Repear fighter bombers, 5-7 wings of them, launching wave after wave of repears, and in that regard, they are effective. Backed by proper fire support, they can pop a destroyer or a cruiser, every few minutes or so, because you know, they get more than one reaper over a 5 minute fleet engagment...regenerating repear wings are a very good balance, non regenerating repears, gimp city. Same thing with harpoons, thunders get new harpoons every few minutes. But other ships can't? Because of balance? Ridiculous and overly complicating double standards...that add nothing to gameplay...
You noticed something about those examples you used? Hint: they're both fighters, which are
already a "double standard." Not only do they get to reload missiles mid battle, they even respawn when killed. Of course, they pay for it in certain ways, like requiring a separate ship (a carrier), with all its attendant DP and supply costs, to be able to use their special powers. They also use a lot of supplies relative to their combat power, especially if they're dying a lot. Also, aside from bombers, fighter wings just don't carry enough missiles to overwhelm targets.
This comparison is so obviously apples-to-oranges, I'm amazed you made it.
HAHAHAHA, so I've actually gone all the way and actually played the new version, and holy motherloving crapoly I am literally 200% right. I'm so sorry for even starting the debate, because it's so lopsided that there's obviously some perception/fundamental personality differences here that can't be bridged. Literally L O L at the new version imbalances.
Your attitude is embarrassing, and combined with the factual wrongness of your posts, extremely annoying.
Stop it.3. Lol at the missiles. Lol at the missiles. Starsector: spam piliums until EVERYTHING dies. Got a problem? Piliums. Got a problem? More piliums. Piliums piliums piliums for the auto win. Harpoon multilauncher? BWHAHAHAHAHAHAHAHA *fires 30 piliums every 30 seconds for the rest of the battle* I haven't found them yet but I'm sure salamanders are just as bad. Anyway, balance it or don't, the new version is hilarious, I love it.
2014 called, they want their strategy back. (Yes, mass Pilums was a thing before 0.65.2a, believe it or not.)
a falcon stuffed to the brim with harpoons btw (lol).
10 OP spent on Harpoons on a 105 OP ship is not "stuffed to the brim."
I watched another Wolf kite both an enforcer and lasher with tactical lasers and the blue one. Now granted they can't kill them but they can tie them up successfully until their CR gives out, and with the range boost it becomes even more devastating.
Wrong again. A lone Wolf can't drain an Enforcer's CR (even when the Enforcer is firing, surprisingly) because it is a frigate against a destroyer. A Wolf
can kite a Lasher to drain its CR... except for the fact that it also drains its own CR in the process. Guess who runs out first.