Thanks for all the comprehensive feedback, wow. This is soooo useful.
Some points:
- The Slip Jets are indeed more situational than Arc Jet Thrusters. This is intentional, as I wanted to make it involve more effort to kite in the Morpheus. Note that if you turn 90 degrees and strafe away, you can still back away like with normal Burst Jets. The Slip Jets' advantage over standard Burst Jets is the near instant speed change and nearly inertialess maneuvering. "Pound for pound", it's a more powerful system than Burst Jets, especially because you are impossible to hit with torpedoes or slow shots while you still have charges (Can always dodge)
A big reason why it feels less powerful is probably because charges regen slower than on the Desdinova. Probably going to bring it up a tiny bit.
Thematically, the Imaginos and Karkinos use Dimensional Engines to power ship systems while the Nevermore needs it for the AM Lance. The Morpheus uses it for the weapons, and instead has Slip Jets, a more "practical" solution. It would be too much bullsh*t even for BRDY to have one ship capable of all that.
- Arclight LFO... probably too powerful. Megas you bring up a good point with the soft flux, I'll see what I can do. I dont want the ship to be about kiting, I want it to be about tearing things up with the Void Buster, and managing the Arclight LFO's ammo to annihilate smaller targets or provide on-demand burst.
- Void Buster is fine, I think - it gives you a flat 50% damage resistance while firing and does almost 1k damage per second. With it, you can get into slugfests against HE damage and win, something which is impossible in an Imaginos. Still, I guess I'll bring it up a bit with a tiny DPS boost since I'm adjusting the LFOs down.
As this is my first post on the forums I should congratulate you on making such a great mod that it makes me want to join and post just to review your ships!
Haha, thanks a lot! Welcome to the forums.
If you take an unlucky hit close to your back, be it a Salamander that slipped by or a fighter wing with EMP fire, you are done. They get very hard to control and spin absurdly fast, killing your positioning and 90% of the time ensuring a loss. Is this intended? Maybe it is an SO thing.
This is an extreme version of what happens to a Hound when you shoot out one engine. It's just a perk of how the game is coded and I can't really do much about it. However, if you don't try to move after half your engines get knocked out, you won't spin either.
I guess engines that are only activated by systems shouldn't count for this. I'll ask Alex if it can be changed.