IVIemories
Ok, i try to explain with no numbers, so:
in case that there is action which can lead to different results, all results will happen for sure in unlimited time, with propability given by number of posible results.
In cosmoter PD can hit missile or not hit, and case when endles number of PD shooting on single missile and all of them miss will hapeen for sure too. It is true that with small probability, but on the other hand, chance that one missile launcher will kill endles number of PD is 100%.
PD needed to be needed because they were completely countering all missiles
this was never happening, always missiles overrun PDs, pitty for missile ships that PD hold missiles long enough to allow antimisiles ships kill missile boats faster.
samepage
Once you reach the critical number of missiles, no amount of PDs, shields, or armors can stop a constant stream of missiles.
True and, that PD nerf make tihs stream much cheper than before, even with lowered missile damage.
This makes the missiles spammer the only viable choice for large ship build, and it is as boring as hell.
For the sake of the balance, any weapon that had the longest range should have at least one way to hard-counter it, and for missiles it should be PD. Otherwise there is no reason to use weapons with shorter range. One can just spam a single type of weapon and win without any challenge.
That is true which have to by remembered for ever.
Dalas120
I spent an extra 10k on PD, or if Oneye had better power flow, those battles could have gone very differently.
As Samepage mentioned, spamming of PD does not help a lot, Better is special shape and shielding, as you prove to be able create, but for cost of sacrifiinig space usually used for offense. (BTW my pc hold bit longer, so i tried 3 of your pd ships agains 1 of equalizer s´missile spam (that old inefective) and pd defense was broken in 15 minutes, so, 3 ships, in total more expensive were not able to hold single missile ship for long).
I see biggest pain point that missiles are OP, but they win slowly but for sure, i prefer missiles previous way, they were much bigger thread, but were contable by PD.
In both cases Pd is always weakes point on ship surface, and when there are no Pds left on ship, missiles tear ship apart, from 13.7 missiles just do it more slowly.
And slowly = more boring.
SpaceCat
The solution to limit the max missiles allowed to be in air - i think is the way to follow.
Yes, something like that could work, my idea was limit number of working launcher by needed presense of sensors.
BTW: few months ago i made this video (uploaded today) about PD coverage of front 90% (enemy ahead), i ended with 8Pd + crew + reactor+ CR to work, and result is clear)
just about Pd effectivity.