but glasscannon builds aren't getting "removed". you can still have a glasscannon with long range, just less speed. and you can still have a glasscannon with high speed (even it's not as high anymore), at the cost of range.
So you only nerfed the speed, and the range(and possibly damage based on the fact there is less OP to use). I mean yeah if you consider blanket nerf across the board to the play style then yes, it's fine.
and i just don't agree that other playstyles are as powerful (for a player piloted flagship, not talking about AI) as the one that allows you to both outmaneuver and outrange most enemies. i'm not saying other playstyles aren't possible at all right now, far from it, but they are suboptimal. the most powerful loadouts for your flagship are the ones that allow you to kill enemies with impunity. other loadouts might kill quicker, but none of them are as good at taking out huge numbers of enemies of all types and sizes all by yourself.
I didn't say other playstyles are as powerful. I said they are more powerful while being more slow and less engaging. I took on 4 flagships with that conquest in the video and soon after my combat readiness would start to drop and I would not get very far with it against the rest of the fleet. Consider the fact that I took a "slow, but powerful frontal fire" ship approach and ditched the conquest and the glass cannon build and I worked through almost all of the fleet available with another capital ship by just being slow and fighting things head on with overwhelming power and shields.
Literally the main perk of the build I ran with conquest was that I get to the fight earlier and I get to engage more targets faster due to mobility which is more fun.
With the slow and power ship, I actually take down those 4 capital ships faster and move on to the rest of the fleet and end up killing far more in the end.
that wouldn't change much. if the balance problem is that the combination of long range and high speed allows you to kill enemies without giving them the chance to retaliate, how would a more fragile ship solve it? the issue is that this build allows you to almost completely avoid taking any damage in the first place.
in that video of yours, even if your Conquest had literally 0 armor, you still wouldn't even have come anywhere close to dying. and, i'm sorry, but.. that's a problem. even if it's fun for you (and for lots of other players as well, i'm sure) it is still unbalanced.
Oh yes, would you look at that, the conquest built for speed and range that has a high leveled player to boot, is out maneuvering the slowest ships in the game that don't have any back up(Any fight outside of the simulator has capital ships backed up by many smaller ships), don't have any officers or mods. Hmmm.
I like how you just look at a situation and say "clearly this is op, look at the ease at which this was done" you don't even stop to consider the context of the situation, not why it was easy, how often this situation would pop up in the actual game, lastly and more importantly how under same circumstances other tactics would perform.
I bet you would look at these webms and consider this as proof that missiles are OP as well
http://webmshare.com/DmP3V http://webmshare.com/WJynD, because clearly a destroyer grade ship should never be able to take down a capital ship.... that's a problem. Let's not ask how or why it was able to do it, or if this could be done consistently or maybe how often this would happen in a real game and not a simulator.
In any case the reason why this annoys me is not because you are removing "power" from the fun playstyle, it's because you are watering down the playstyle and making everything more samey. There is plenty of ways to punish a high speed, high range ships that doesn't effect the main gameplay. Ships could do less damage, have a shorter deployment time, take more damage, take far more engine damage with longer flameouts or other effects. All of these make it so you either have to play the playstyle better or get punished more, but none of those effect how playing it feels.
I brought this up before but I hate watering things down for the sake of balance, even more so ridiculous when its in a singleplayer game.
I want ships to differ from each other more, not less. I want the strengths and weaknesses be both bigger.