Matt,
There are 2 major factors in why the Eurasian escort cruiser faired so poorly.
The first being that the lasers only ranged to 60k km thus only had a single shot at the incoming missiles. Higher wave length lasers can address this short coming.
The problem with this, is that at the moment, both sides are of comparable tech, and if one side puts it's R&D into higher wavelengths, and the other puts it into faster missiles, the balance between the two is unchanged.
And the beam-armed race also needs to upgrade their power and capacitor R&D as well, so that I wouldn't expect the anti-missile beam weapons to get better faster than missiles do.
In a game where the laser race didn't do agressive initial tech for things like wave length, beam fire control range, and targeting speed your correct...to a degree. On the other hand if they did, but didn't build initial systems correctly the disparity isn't so great.
I routinely start laser races with 40k-48k beam FC range, tracking of 4k/kps,capacitor 3's, and far ultra violet lasers. Build beam fire controls at 4x/4x (yes is mass expensive) and turreted 10cm fuv lasers (again mass expensive) and also spend the mass for an active sensor that can see size 4 missiles out to 160k you have a pd suite that engage incoming missiles in the starting game effectively 3 times in the detection envelope. This assumes that starting missiles most likely aren't going tobe faster than 12K/kps, which at least in most of my starting games isn't unreasonable.(starting research points of 300k per race) I am talking about v2.5 and it does look like some of this may change with v2.6
The second is the differential between the fire control and turret tracking speed (12.8k kps) and the speed of the incoming missiles (17.8k kps). This one is expensive but can be overcome over time. The counter for the missile user is to keep missile velocities up.
To be honest, this isn't such a big thing - as Steve pointed out that the Oceania missiles are faster than they should have been (they should be going 14 240 km/s rather than 17 800 km/s).
Agreed, but still is some degridation of accuracy for the defender.
A third solution is to build ships that have armor that will shrug off expected warhead sizes. It's an expensive solution in terms of hull space usage and a bit "cheesy" while being the quickest response. Of course the missile race just deploys missiles with larger warheads...
But missiles do a LOT more damage than lasers - especially at long range (where beam weapons only do a single point of damage) - so ship armour actually makes missiles better (as it weakens beam weapons).
It's a trade off. Size 10 warheads do make up armoring prohibative in early games. That's what a fleet with good point defense suites will be much better.
I still don't see missiles as game dominating. Then again I didn't in Starfire either. It's a matter of what your willing to build and how your willing to build it.
However, I know that this has changed with Steve introducing the new armour rules.
Yep. The new armor makes up armoring as I described basicly moot. Which is fine by me since I considered what I was doing a bit of a cheat.