The AI does not lead the target at all.
The accuracy setting of vanilla is atrocious, on any setting.
With these in mind I suggest adjusting the AI accuracy in the server.cfg file. On the Arctic Gaming servers that I admin on are 250, and 2000 for the BALANCED server. The number is the range at which the AI is 99% accurate dropping off at some unbeknownst to me value after, but I assume it's something like one percent a meter. Now the sector size of the servers is currently, 5km and 10km, which greatly impacts weapons range. Missiles with Beam mod move at 5.94 server speed and have a range of 4.8 times sector size; Cannons Have a max range of 1 or 2 sectors, and move at 10 to 20 times server speed, the latter being Cannons modded with Beam.
With these in mind beam missiles are very powerful, so much so that they fight missile/missile systems as top dog. Missiles with lock-on, modded with either Pulse or Beam, have their tracking systems thwarted by Radar Jammer, but can still be dumb fired.
Because the Missiles(Beam) move so fast, and AI does NOT lead it's target, AI-AM systems really struggle in the current starmade environment.
I have already implemented balancing changes in the "Arctic Gaming BALANCED" server, and the "Arctic Gaming" server will have changes made if the balancing is well received.
The logical framework that I have constructed for the Missile balancing is the if you have a given number of modules to work with ie 100:
100 Missile Modules
50 Beam + 50 Missile
and so on.....
That the physical Missile projectile would be the same, so that if you have a beam mod for example,
you are trading explosive payload for powerful engines and sophisticated tracking systems. Therefore, pure missiles should do the most damage and have the biggest radius, as they are the hardest to use. All of the Missile systems other than dumb fire, should do less damage, as they have removed a portion of explosive payload for guidance and engines, and they are "easier".
Missile/Missile is lame.
lets be honest folks, this is a spammy, no skill, crutch of a weapon.
I have removed the "split" it now fires a single projectile,
Missile/Pulse is lame.
Slow, short range, LONG reload, and LESS damage than Beam
I have made the missile split into 10, but still is Lock-on
This is to give people a choice in how they want to overcome AI-AM systems
with speed BEAM, or mass Pulse.
Keep in mind that all missiles, except M/M, can be dumb fired which only adds to their usefulness.
These changes are also in line with bringing down damage across the board, as blocks have a max Hp of 255, and a max EHP of 25500.
There is my Benchmark, when I am trying to make armour useful, and to not punish people for having aesthetically pleasing ships and stations, but to reward them with a robust structure that will protect their blocks when they need it MOST.
VANILLA
Shield Capacitor 55 (diminishing returns)
Adv. Armour 400 EHP
Avg. Block health maybe 10-20 (not armour)
Missile Module 75 damage
Warhead 200 damage
These numbers do not make for a balanced game.
I LOVE STARMADE
I ONLY WANT TO MAKE IT BETTER FOR EVeRYONE