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They're still useful for fire support when ships slow down, esp if you have a Phantom with them to tank shots.
Anyone saying the Angel is objectively better is wrong. The angel and phantom are situationally better than one another, and which one(s) to use depend on range, speed, and armament.
Generally, the phantom is better, but the angel is more heavily armed because of its 3 slots to the phantom's 2. If a UFO is within radar range and not particularly fast, angels are better. If a UFO is fast or far away, phantoms are better.
If there's a squadron of enemy interceptors flying around, just send all your aircraft after them armed only with light missiles; they will come after you, you fire all your missiles and retreat back to base, then go back out and do the same thing again.
so for phantoms you want to use 2 guns such as laser lances. they arent that great for missile loadouts and even then missiles are really bad in this game
angels can either go 1 gun + 2 missiles or 3 missiles. through their poor speed means they'll never catch a ufo past the starter type
torpedoes are low damage, high armor shred
missiles are high damage, no armor pen
both only have 1 ammo which means they are more of a support weapon than your main source of damage. you can technically just go all missiles but you'll need alot of missiles before you can down most ufos.
only a few UFOs have armor at all so torpedo is mostly useless. at most you'll only need 1 to strip armor, maybe 2 against the large type ufos.
laser lances are quite good because of high armor strip + double range of cannons.
you can get the gauss version of autocannons which deal as much damage as laser lances, shoot 4x faster but lose the extra range laser lances have.
was there a patch recently that did this? when i played a couple days ago my phantoms could still roll with laser lances equipped
I started with asymmetric builds. I got rid of them for missiles only. I got tired of having to constantly deal with slow repairs. You want to deal with that? Go for it. I don't.
Since when?
Correction: Phantoms are just fine with missiles, assuming you don't mind doing some light manual micro. Their very fast map speed allows them to get to targets swiftly, return to base, rearm and repeat pretty well. The only time this doesn't work out is with enemies very far from base (which the Phantoms can still reach but you don't want to burn all that time heading back and forth.
I don't consider the ability to hit enemies with total impunity to be "pretty bad."
It's a 3 second timer, and then your planes just go poof. It makes it very easy to juke enemies. X1 didn't have that because you had to make it to the "edge of the airspace" in battle to retreat, which means the enemy craft could catch and kill you.