Oh. Right. It uses a stat pre-ship creation and the max ammo is set during ship creation and is never re-calculated after that point. How did I forget the 6 hour frustration on manipulating bomber ammo count.
Still doesn’t stop AI core from abusing it, but you can at most field a beta and must have combat endurance (and max effect crew training) to make it 40% CR - the bare minimum to not malfunction. (Assuming it will cost 100 DP because unlimited missiles)
As long as you don’t field any short range weapons on it (namely flak and whatever goes in small slot) it will fight at distance. It’s mostly about manipulating AI behavior. In an AI vs AI combat a properly fit guardian can crush radiant with ease.
Again - it’s just conquest but better without unlimited missiles.
Can you clarify your stance real quick? As I have stated I generally am against Guardian be obtainable but would accept if it has the right cost. 100 for one have autoforge and 60 without.
What is your take? I don’t know what you’re arguing for. You’re not giving any actual suggestion from the beginning.
I don't see current implementation of the Guardian as a supership on pair with the Radiant. Mostly due to mediocre flux stats.
I see kiting tactics as a forced option for the weak side to level the fight against the strong opposition. Supership isn't supposed to be second to anything. And I despise dragged out fights anyway.
I have absolutely no problems with Guardian being recoverable. The current version interests me merely as a trophy to put it on a wall.
Infinite missiles are of no concerns to me since I've destroyed countless Guardians with their infinite missiles in the campaign. For the most part the "infinite missiles" feature is completely balanced out by the mounts configuration and RNG. From the player perspective it has very limited alpha strike. Automatically derating the ship into a support platform. Hence will Guardian keep it or not doesn't concern me at all.