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번역 관련 문제 보고
It does seem like even against targets with PD, sometimes missiles can do a substantial amount of damage. But in the listings for how much damage different weapons are doing, spinal weapons will always be on top, and fighters will always be at a fraction of that; even if the ships with the spinal weapons are otherwise dedicated carriers.
BSW 2.4 just updated with PD/FLAK discrimination, X slot nurf and many other balance changes. Please try!
While playing, also multiplayer, I've tried to evaluate the AI ship designs a bit. What I found so far was, that they often use mixed designs that could lead into wrongfully chosen combat computers (battle distance) so you'll see missile cruisers with point defence but equipped with a single beam going straight into dogfight and got taken out. As for corvettes, well the early designs seem to follow vanilla options, what is not bad, while they learn after they manage to get higher developed hull parts. So far I did not see that they make use of the huge point-defense capacity of destroyers. It needs higher numbers in warship production to make the AI a real challenge. However, overall it is way better than any vanilla setup might get. - Just wanted to give a short response, you might probably want to consider for the future updates. Cheers!
Anyone experiment with stinger missiles in the updates? Not sure if they were changed or not.
My impression in vanilla (NOT in BSW–haven't encountered stingers yet in BSW) is that stinger missiles haven't performed that well in the meta. They get through decently, sure, but don't deal enough damage in vanilla. I would love to see a stinger missile that takes the idea of "getting through" and dealing less damage to the extreme: high evasion and high tracking but low payload. Basically something impossible to stop except by massive PD barrage or massive strike-craft cover. I suspect that approach would offer an interesting strategic option that is missing. It's also realistic: missiles with a low-payload would presumably have low mass/momentum, and therefore be the most maneuverable things in the game: they could make hair-pin turns, accelerate at 100s to 1000s of Gs etc. In the real world, such missiles would be basically impossible to avoid (near 100% tracking) and almost impossible to hit except with the most accurate and high-tracking weapons (ie massive PD barrage). So the logic boiled down is: less payload = less mass = more maneuverability & smaller size = hard to hit and hard to avoid.