Postby Chasm » Thu Dec 22, 2016 1:40 pm
On second look, antimissile damage should probably just be doubled, and keep ammo usage the same. That makes it the least efficient (still) missile type, but gives it the same multirole value other point defense systems have. As it sits now, in comparison to point defense coil guns, they are minimally more effective rangewise in exchange for an extreme ammunition cost and less damage (Nuclear anti missiles do 2 currently, PD coilgun is 2-4). The damage value will also come into play with the upcoming small craft revamp. Also, possibly unlock the light (pd) slot for them, since they are a point defense type. They should not be mountable in heavy slots though, since no other pd can be put there.