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Additionally, mounting Blast frag EL on them gets extremely expensive.
even without EL they are rather pricey.
And while yes, close range AMMs will struggle to support allies, AMMs are already inherently bad at this as AMMs headed at a missile not going for the launcher will most likely end up in a side-on intercept which results in their effectiveness dropping significantly.
(4)
CMD AMMs at least don't suffer from the last problem which is missing the target with the seeker basket.
However all long range AMMs are more vulnerable to shipboard jamming, which includes CMD as comms jammers exist.
(3)
Ff the AMMs dont end up intercepting the missile or don't manage to pass the roll to damage check, your allies may end up in a worse spot than they would be in otherwise, as their more reliable close-in AMMs may not fire in time or in enough volume in order to intercept the surviving threat.
(2)
For one, side-on intercepts, which you are very likely to get when launching AMMs at missiles not headed at you, are the least favorable in terms of interception chance, thus your AMMs will be much less effective.
This can be either in terms of being able to shoot down missiles or in terms of points expended per incoming, which is important even when shooting down expensive S3H as you will want things other than PD in a fleet and points are limited.
(1)
I am still not sure if AGILITY is really all that important. Having 7km range AMM seems like a much better option to me to intercept S2H and S3H even before sprint stage or to simply supress enemy ship when it starts to firing missiles at 7km range and also to support allies at range. After all, even if their missiles are not directed at me, it dosn't really matter because missiles are finite and if they will sucesfuly reach ally, it won't be good for me in the long term, but if my AMM will intercept them, that would mean these missiles are now eliminated from the game and not even a threat to me.