Quantum Disruptor is the problem. It wasn't that bad with the Afflictor thanks to the very limited ammo from small reaper launchers. Fielding an assassin Afflictor was viable, but risky when you can screw up your single (two) chances. But with the Harbinger? A bit too easy, and it get boring quick.
Probably the easiest way to weaken Harbinger is change one or two of the synergies into energy (and change the remaining synergies into universal for some possible ballistic action to kind of make up for lost power).
Its system is so nice I'd like to see it emphasized a bit more, something like giving it a single synergy and removing the energy weapon penalty.
Then you get phase lance, reaper or heavy blaster and focus more on the battle in general(disrupting targets of bomber strikes/ships with high arc front shields and in a bad position).
I like that style much better, you react and contribute some firepower instead of doing a bunch of uncounterable 1v1s.
Current solo playstyle can also work, the firepower is just too high if that's what Alex is going for.
This would make Harbinger a lot weaker, but QD still doesn't give victims much counter-play (except have more armor).
QD would be infuriating in a MP game, but I think could work here pretty well if it wasn't QD + 3x 4-5K HE damage in practice.
It's an interesting(maybe a bit too strong) tool for the player that the AI won't be able to use properly.
If you think it's too strong it could be tinkered with, maybe:
- duration is 3-0s if the target has 0-5000 free flux capacity
- does 0-2000 hard flux damage if the target has 0-5000 free flux capacity
Numbers are an asspull and probably way off, just an idea(I do like the current system though).