Condottiere
Emperor Mongoose
Spaceships: Armaments, Zen, and the Art of Missile Maintenance
100. Advanced - probably the missile that makes the most sense in terms of design rules, and fast paced combat.
101. Antimatter - too advanced for me.
102. Decoy - probably not worth it, besides the acceleration incongruity.
103. Fragmentation - again, acceleration incongruity, but swarm beater.
104. Jumpbreaker - considering their specific role, should be faster.
105. Long range - acceleration incongruity; this would be more to take out unarmoured targets at long range, like convoys.
106. Multi warhead - kinda expensive, but if you have a limited number of launchers, more than pays for itself against larger targets.
107. Nuclear - acceleration incongruity; an interesting question would be what would need to have a nuclear tactical missile to take out, that you wouldn't use a nuclear torpedo on, more like not having another option.
108. Ortillery - best bang for buck, for stationery targets.
109. Shockwave - specific use.
100. Advanced - probably the missile that makes the most sense in terms of design rules, and fast paced combat.
101. Antimatter - too advanced for me.
102. Decoy - probably not worth it, besides the acceleration incongruity.
103. Fragmentation - again, acceleration incongruity, but swarm beater.
104. Jumpbreaker - considering their specific role, should be faster.
105. Long range - acceleration incongruity; this would be more to take out unarmoured targets at long range, like convoys.
106. Multi warhead - kinda expensive, but if you have a limited number of launchers, more than pays for itself against larger targets.
107. Nuclear - acceleration incongruity; an interesting question would be what would need to have a nuclear tactical missile to take out, that you wouldn't use a nuclear torpedo on, more like not having another option.
108. Ortillery - best bang for buck, for stationery targets.
109. Shockwave - specific use.