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Right now there is little reason to use them. Game needs more illegal goods and outfits.
Either I have Anti-Missile to cover all types of missiles, I have a fleet large enough to act as a buffer/something would still get hit, or I'm equipped with enough Shield/Hull regen to not worry about it.
Still a bit spotty on how it actually works as well... But that's a thing I can look up.
but really no
Edit: I would like to note though, it would be interesting in the reconciliation line of the FW story because Nukes use Radar tracking.
Now, I have no clue what any of that means, but a coder can come figure it out.
But since the missile is still live, if it hits anything else, such as a fleetmate, you better be out of the radius or else you pop.
only to fill my outfit space
they should make secondary weapons more versatile somehow
But they definitely should!
It's worth a Feature Request discussion on GitHub if the math for a few common ships vs a few common missiles is included (obviously only for relevant situations such as navy pirate, fw, and syndicate interactions).
Plating should probably be 5-10x more effective than a broad spectrum jammer, as it is specially designed for scanner frequencies and not target locking frequencies.
Antimissile turrets largely obsolete anti-tracking countermeasures, especially on large ships. Even worse, anti-tracking doesn't stop unguided rockets.
Considering smaller ships are harder to track, it might be worth putting anti-tracking on fighters and small warships lacking turret slots. Outside of that, just use antimissile turrets.