All right! I have gathered enough info that I can at least
start this post...Just keep in mind that I still have a lot to learn about this mod, and that 99% of this only applies to RSF as they are all I have truly played. And because I don't wish to drop a load of stuff on you all at once, I will only talk about the stuff that I feel is major, and that the player WILL end up facing. (you are only one person after all)
P.S., Red = Important, Green = Less Important
With all that said and done, let's FINALLY continue.
First, let's start with the Weapon systems, as there are two things that I REALLY want to talk about.
"Strela-6 AFM Battery"This is actually a fairly decent missile battery...
When you fire it yourself. I have been in at least 15 battles in both the game, and simulation just testing them. The only times I have seen them fire, is when they are on a AI controlled ship. And I had a Moscow with at least 4 of these darn things.
Barracuda LRM BatteryThis thing is...
Very Powerful. It also gets spammed way too often in my opinion. I have nothing against this weapon other than how often it fires, and how it refuses to react to flares. I recommend making it fire half as often as it does, but do more damage, and be about half the current speed. That, or make it so it is a built in weapon and can't be bought. It's very difficult to attack a ISA fleet without having 70% of your destroyers have to pull back to not destroyed when they finally have something to shoot, and have your cruisers already have heavy damage along their front. And if the cruisers don't have the Powered Armor hullmod, they would basically just be extremely big destroyers to this weapon. Only the Moscow with a Powered Armor hullmod can really shrug off more then 2 in one area, and this I feel will be a problem in the mid game to players who don't have a Battleship yet. Point defense like the 14mm gun helps, but they don't seem that accurate, and there is still a LOT of missiles coming VERY fast.
14mm Dual MachinegunThis is actually pretty good, and I think the cost of putting one on is quite accurate. However, I think it takes a bit long to reload, could use a small damage buff to help deal with fighters, and doesn't seem to track very well. I would take the tracking with a grain of salt however, as I WAS dealing with missile spam.
All right. There's the (surprisingly few) things I think need to be looked at that aren't bugs (which will be listed after this). Even despite these problems this is still a fun mod. I really hope people start giving you more information though, because I am not very good at these things. (I play more for fun)
Bug report below!Spoiler
Bug 1: Getting an RSF commission will cause you to lose relations with that faction, causing them to be hostile.
Bug 2: RSF AI fleets will randomly pursue each other and will get stuck doing this. They will also randomly flee from each other.
Bug 3: Destroying a fleet may get you stuck in the after combat dialogue, but I have only had this happen once.
Edit: Nexerelin works btw...but...You apparently need to but in ships for the player to choose. I couldn't choose any ships to pick as all the options were greyed out.