I dont think the missile hp should be increased-there’s already a disproportionate difference in aeon tmd effectiveness vs billy nuke to the other tmd and that would just make it worse.
There is currently a mod (work-in-progress) from Spikey to assist us in visualizing all the changes. As for the projectile's HP, after visualizing it, I think this could be toned down to 5 hits or be left as is. With all the other changes made to the projectile, it seems to be more effective and fair to still have 4 or 5 HP.
As for Aeon TMD... I beg to differ. As I stated in my post, the flare fired from the Aeon's TMD deflects the projectile entirely - nullifying it completely. What it lacks in range & coverage, it makes up in effectiveness in countering a Billy projectile.
I also dont think the upcoming buff and nerf to tmd will impact in this as the buff part comes when tmd are faced with multiple missiles at once.
All tactical missile projectiles had their HP increased (static launchers, cruisers, ACU upgrades (with the exception of the Billy)), and TMD was buffed so it could better handle large groups of missiles, as you stated. But you may be correct. This only affects groups of missiles which likely won't be happening with the Billy. However, if all other projectiles's HP was increased, the Billy should've received the same treatment as 4 HP seems a little low and 6 seems a little high - 5 would've been perfect.
The damage boost i think would mean if they crash into t2 fixed shields of any faction they can wipe out any tmd under it (so eg 3 tmd under a t2 sera shield could all die to a billy nuke that explodes when hitting the full health shield),
I seem to have overlooked that possibility. But, again; after initial tests, I may agree with others here that the projectile's HP could be reduced. The other buffs would still compensate for this change. However, if 3 TMD are together, it would mean they only need 2 volleys to destroy the projectile - so it is likely that the projectile won't hit. Still, even with 5 or 6HP, It would be unwise to fire a Billy against 3 TMD.
Depending on how the shield and TMD are positioned, different results can be observed. If the shield is behind the TMD, the projectile will not land as it will be destroyed. If the shield is in front of the TMD, the distance between the outer shell of the shield and the TMD, plus the HP of the shield should ensure the TMD survive.
and I dont think they should be buffed to the level where they can defeat a well defended base on their own.
You are correct, this isn't a base-killing weapon. These buffs are merely so it can be more worthwile in its investment.
More of an outer ring damage would be nice though.
I agree. The damage fall-off is too great.
Another option could be to reduce the cost of the missile itself? It currently costs 12 times as much mass as a tactical missile
12x the cost and it only deals 2x the damage - with the exception of a larger AoE, of course.
Another option could be to allow both tactical missiles and the billy nukes to be built with the upgrade (I cant remember if this is the case currently) but I expect this would be a harder change/require UI changes and risk being too confusing for only a very small boost to the upgrade
At the moment, the game only lets you have one or the other, not both. Meaning you can only build Tac Missiles with the Tac upgrade or Billy's with the Tac Nuke upgrade. But honestly, having both options as isn't a bad idea.
Thanks for your feedback!