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But have to agree that the weight of the bays opposed to the damage output is just too low....I have tried multiple blueprints and, currently at least, guided torpedo BB's and Titans trump all backed up by Dauntless equipped Cruisers for screening forces.
Beams are, sadly, woefully outclassed.
Tangent here: @Doombringer, how are you NOT playing the new Deus Ex game?!
They advance, the target goes down before they get there, they return (rather than shooting 4 times or picking a new target) unsuccessfully trying to catch up with their carrier only to repeat the impotent cycle.
I feel fighters have always been a wasted area in the MoO-titles, unfortunately.
This sounds pretty terrible. In MOO2, fighters and bombers were basically just targets for PD weapons, unless launched in massive numbers. In that case, a lot of them would actually get through, and do some fairly devastating damage. Heavy long range beam weapons were, of course, better. But at least they would pick a new target if the old one went down.
If hat you say is true (I have yet to build a "carrier" type, nor have I seen any of the AI's do so either, so I can't speak from personal experience), then the programming for fighter-bomber types has taken a step downhill from MOO2.
Good times. I won many a game with them and the missile boat fleets.
If they ever fix the ridiculously OP nature of MIRVed missiles, bombers/heavy fighters would become much more attractive.