As Edna said, M7M missiles are viable, but they're best used as support instead. Since missiles are limited, your few silicon mines are most likely enough to fully sustain only 2 M7Ms or 1 ~100 M3 fleet, provided that the missile you arm your M3s with is something light and decent damaging such as poltergeist.4square425 wrote: ↑Thu, 15. Oct 20, 05:25Does anyone have opinions of missiles in Mayhem 3? I have a few Silicon Mines, plus whatever my miners obtain, however, I'm not certain what sort of missiles to produce. Right now, I just have one factory looping chaff. I'm also uncertain about the worth of the three chaff systems, is the level 3 chaff worth the crystals? With all the missiles enemies pack in this version, I wonder how good a level 2 chaff system would do for blue crystals.
Hammers/shadows are great against M6s (2 hammer volleys from an M7M will kill an undamaged P, taking chaff into account), but they should not be used against fighters unlike in vanilla/LU since they're slower and less agile than flails. Damage wise, shadows outclass hammers slightly. For anti-fighter, ghouls are better than flails for burst damage (ghouls hit about 2x as hard) but flails shoot about 2x faster and deal less overkill damage when your M7M is supporting your fleet.
Level 2 chaff is good enough for its cost. 3 is a bit stretching it imo, but it's good to have on your M1/M2.
Off-topic 1: Boron and Paranid M7s are underpowered. They don't have any anti-fighter M7 weapons since CFA, PALC, and FAA are locked to Argon, Split, and Teladi (race specific guns), and there's no universal M7 anti-fighter gun. The only universal M7 guns that all M7s can use are PPC and IBL. That leaves only the weaker M6-class weapons (namely CIG, M/A, GRC, PSG for Paranid, and IPG for Boron). Could Paranid ships be given back their TBC that was taken away with Mayhem 3? (TBCs are now locked to M2s only (not even M7s at all), and similar guns like the FBC and PALC are available for M7s to use.)
If the above isn't feasible, what about buffing the M/A launcher (there's no reason to use it over other weapons given M/A's poor DPS) so that it's on par or at least slightly weaker than CFA/FFA/PALC but restricted to M7+ only?
Off-topic 2 (bug report): I found an oversight with transferring control of sectors. If you build an outpost in a sector and transfer control, your outpost stays, but the AI cannot fully use it. They can use it for workers, but they cannot build any ships from it. I think this is because the player uses the player version of an "Outpost" while other factions use "(Faction) Outpost." It should be that a player's outpost turns into an NPC version (from "Outpost" to "Teladi Outpost" for example if transferring control to Teladi). Alternatively, the player outpost can simply be destroyed by transferring control while leaving factories intact. Right now the only workaround for this is to build a factory and then transfer control so that a "useless" station doesn't take up a station slot.
Save and galaxy: https://drive.google.com/drive/folders/ ... ZGOfduljn6
Details:
- My save there has a player outpost in Holy Vision, named "Holy Vision Outpost." In the same sector is a "Teladi Outpost" that does everything the normal NPC outpost does, but the player outpost owned by the Teladi doesn't build anything.
- Reproduce as follows:
1. Get an unknown sector. My save has PLENTY of them in the eastern half of the universe map.
2. Place an outpost to take control of the sector.
3. Enter that sector yourself and transfer control to a faction (in my case, I'm +7 with Split and Teladi, so either works).
4. The player outpost will stay. Notice that only food and waste will generate, not EC and ship equipment.
5. Wait a little bit and a faction outpost will spawn in.
6. At this point, the only ways to fix this issue are to either destroy it somehow or just let it sit and have your traders use it for extra scrap and food. Interestingly, the NPC-controlled player outpost allows you to dock at it directly unlike the faction outpost.
Edit: Added off-topic 2.