Long range ballistic weaponry such as Gauss Cannons from the vanilla game, or Cains from the IFed can push Neutrino flux levels up relatively quickly. And so long as you keep yourself in range of them with the long-range weaponry, Neutrino ships will be fearful of venting their flux, even though it literally takes them 1-2 seconds to do it. Large Neutrino ships such as the Banshee can be clipped as they turn broadside to use their beamers, you can shoot fore or aft, preferably aft so that you burn out their engines and cast them adrift, making it much easier to maneuver around them and keep putting damage into the edges of the ship.
Most Neutrino ships use beamers while a couple use the new batteries which fire projectiles instead. The beamers can be tanked easily though it's ill-advised to try it in a ship like an Onslaught or a Conquest because both have horribly in-efficient shields even after hardening and in the case of the Onslaught, little in the way of passive flux venting. The ones with long-range projectiles are harder to deal with and certainly require multiple ships to attack them with, or just another Neutrino ship of your own that cares not for such shenanigans. You quite simply don't want to take on Neutrino ships with low-efficiency shields or low-tech ships as such ships often come with weak shielding.
Not everyone has the know-how or the time to go through the code and "tweak" OP mods down to fun play-levels. Most of us probably just want to grab the file and go...
So MY proposal is that those people with the know-how, or someone who has ALREADY tweaked it closer to vanilla, post their faction file here on the forums, so the rest of us don't ALL separately need to waste our time...
There's no code to skim through. Starting from the starsector folder, wherever you may have installed that, you go mods > neutrino mod > data > hulls and in the hulls folder, somewhere at the bottom will be a shipdata file. This can be opened in Excel, though I, myself, use OpenOffice to do this. A prompt
appears in OpenOffice. All you need to do is make sure that the only separator acknowledged is the comma (,). Then something like
this will appear. It all looks like random words and numbers with lots of mentions of Neutrino, but all we need to do is scroll to the right until we find the
stats for the shields. Here, you can just go through all the shield efficiency numbers and change them to somewhere around 0.6-7. This will severely weaken Neutrino shields and make them much less tanky without adjusting any other aspects of the ships. For reference, "0.2" means that for every 10 points of damage, only 2 points will go toward raising flux. At "1.0" efficiency, 10 damage will translate into 10 flux build-up. "5.0" efficiency would mean 10 damage translates into 50 flux build-up. The lower this number is, the less damage the shields take, though I believe an efficiency of 0.0 breaks the game and I don't know how many zeroes you can put in before that breaks the game (as in setting efficiency to 0.001 which would mean a thousand damage translates into 1 point of flux build-up, or going even further than that). It takes maybe two minutes to do this, in which time you could probably start up the game and start a fight though not finish it. It's really not that long.
@Erick Doe
How about a guide showing how to adjust files and leaving users to do such things of their own volition? Also, you removed the Antediluvians from your signature of mods? R.I.P. ?
NINJA EDIT: Agreed. Neutrino shields might be strong, but they can only exist in one place at any given time. Numbers will win fights against Neutrino ships though not without losses unless you're just flying a fleet of Paragons.