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### DB Selector
DB3K
### DBID to Copy
Issue #4253
### Hypothetical
No
### Name
SA-6a Gainful [3M9M1]
### Country
Soviet Union
### Service
Army
### In Commission
1973
### Number in Servic…
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##### ISSUE TYPE
- Feature Idea (Something new you want to see)
Rather than #313 , what one could do for allowing independent submunitions is to create a new module to allow missiles to fire fr…
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### DB Selector
DB3K
### Affected DBID(s)
Aircraft 7135, Loadout 33914
### Summary of Changes
It should be 4x YJ-21 + 2x KG-600 DECM Pod.
I'm 99.9% sure, you replaced the 2x KG-600 D…
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At high level missiles are practically useless...
The HM mk3 has some utility, as does the EMP Nuke (in PVP), but other than that there is nothing useful to fill missile slots.
Some possible missi…
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https://github.com/foundryvtt/dnd5e/blob/86757d61ec635e87f69d833ef5d40e83bf0f70c0/packs/_source/classfeatures/monk/monk-features/deflect-missiles.json#L65C12-L65C12
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Have you started to look into how missiles work/should work? I. e. archers, mangonels, town centers and everything else that fires something.
(To be perfectly honest this is a sneaky way to try to …
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Torpedo launchers currently behave like missiles: they launch and then travel in any direction at all. Torpedoes should be more directional, being limited to firing arcs of 90 or 120 degrees. Otherwis…
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Arcane Missiles is not working. I am aware there is a not about it in the files.
Is it possible to make it work at all?
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It's required for good performance
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currently the missiles are fired either as a dumb ballistic projectile or have some strange values in them.
this causes issues when firing at close range since the missiles take a very long time to…