After skimming through these threads...
Hot Topic: XRM Missiles, FINAL VOTE!
XRM Antibase Missiles
XRM
Can we make XRM missiles useful again?
Un-Nerf XRM, Please
...it seems the reason why people didn't like XRM was that it couldn't be fought against. So people kept trying ways to discourage getting XRM.
I believe this to be the wrong approach when trying to fix gameplay issues. Trying to discourage its use is just prolonging the problem, and results in useless tech in the techtree.
If the problem truly was that XRM couldn't be fought against, then I propose we make it so it can be fought against. The way I see this happening is by increasing the XRM missiles' scale and maybe decreasing its acceleration (while keeping range of course, so increase lifespan); that way they'd be more easily shot down.
If this gets changed the dmg would have to be raised of course to justify the 'nerf'. I read in one of those threads that XRM dmg was halved at one point. That might be a good place to start. Double it. Just look at how many missiles it takes to kill things... There is 5 per rack, I think.
Here is a quick rundown. Approximations at 0kb...
XRM1 = 78, XRM2 = 97.5; dm08(Lt 15, ShieldMinor 10, HullMinor 15, Major 10); cc11b
Takes so many XRM missiles to kill...
Lt Tele, Lt Ref, and Lt Telerefinery
XRM1 = 9, XRM2 = 7
Lt Op
XRM1 = 12, XRM2 = 10
Teles and Refs
XRM1 = 10, XRM2 = 8
Hvy Tele
XRM1 = 13, XRM2 = 11
Hvy Op
XRM1 = 18, XRM2 = 14
Ops
XRM1 = 15, XRM2 = 12
Techbases and Shipyard
XRM1 = 26, XRM2 = 21
Adv Techbases, Drydock, and Garrison
XRM1 = 39, XRM2 = 31
Starbase
XRM1 = 52, XRM2 = 41


Lutra Also known as Lupara 




