Removed energy weapon bonus damage from high flux level
Increased damage values for non-beam energy weapons by roughly 25% to compensate
I don't understand how the AI isn't using this mechanic - if the AI fires an energy weapon at higher flux, doesn't its weapon do more damage? Here there are too level of "use" - 1) the benefit is applied to the AI and 2) the AI can use the benefit tactically. I'm guessing 1) is true while 2) is not.
Regardless, I will miss this mechanic and the additional playstyles it allows. No more running around with my naked Sunder, timing autopulse burst + high-energy focus + flux damage boost while praying I'll avoid the incoming Reaper. No more finishing Paragon vs. Onslaught slugfests with an heroic shieldless assault, and certainly less reason for my Tempests to play like Hounds.
Beam weapons:
Standardized range to 1000 for most non-PD, from Tactical Laser to HIL
There are four offensive beam weapons. Three of these behave identically, with tactical variations coming mostly from range (being removed) and flux/dmg//sec. Instead of further standardizing this already-a-bit-bland category of weapons, I suggest the following (won't happen, but what the heck!):
Standardize beam weapons around joules, say 2 GJ, 4 GJ, and 8 GJ weapons and add a feature to allow easy beam wavelength remodulation - shorter wavelengths provide more damage, but reduced range, with the damage/range potential limited by the joule bracket of the weapon in question. Then have 2 or 3 beam weapon types - photon/energy & graviton/kinetic, and (maybe) explosive.
Then if you want the tactical advantages of a set of 1km-range beams, you can get that, but if you prefer the tactical advantages of range diversity, you can get that as well. Plus, customization!
Increased range for PD Laser and LR PD Laser
Slightly reduced OP cost for all beam weapons
Great!
Tactical Laser, Graviton Beam, and Phase Beam are no longer interrupted by missiles
Great as long as the missiles in question can be manually targeted for destruction/get destroyed anyway.
Greatly reduced fade in/out time for most beams
Great!
Missiles:
Salamander: both versions have unlimited ammo and require 20 seconds to reload
Hurricane MIRV: regenerates 1 ammo every 20 seconds
Pilum LRM: regenerates 1 ammo every 10 seconds
The way I deal with early-game Buffalos and speced Lashers is a combination of good helmsmanship and properly-timed aggression that results in a variety of a quick victory, slow victory, and defeat.
I don't know whether these changes make sense; it's the type of thing that you have to play with to be able to comment on... but I do think it reduces the flavor and defining characteristic of missiles.
Ballistic weapons:
Now have unlimited ammo, except for Bomb Bay
Reduced OP cost of Light Dual MG
The two arguments I've seen in support of this are: 1) Ammo doesn't run out anyway, so it's a useless mechanic. 2) Ammo runs out in ballistic-based ships, whereas it doesn't in high-tech ships, an unfair advantage in prolonged battles.
RE: 1) Ammo does sometimes run out, and I consider that when choosing my weapon layout, and when picking when to fire and at what to fire. Also, just because it doesn't often run out doesn't mean the mechanic is 'useless', it certainly adds flavor, a "feel" if you like, to ballistic weapons.
RE: 2)I've read a number of good alternatives on this, with CR being a good late-battle balancer.
Ships
Destroyers and cruisers now have a peak effectiveness timer like frigates
Roughly 5-7 minutes for destroyers and 7-9 for cruisers
High-tech/faster ships have shorter timers
Makes sense... though CR doesn't make sense to me as implemented to begin with... my suggestion,
1. Ship loses CR per deployment and per time as is currently the case (but less-so than currently). This is a result of systems and crew being on standby for extended time.
2. Additionally, firing weapons/using engines/systems has a marginal negative effect on CR, that will cumulatively hit Hyperions (CR-costly transport)/frigates (costly 100% engine uptime) more in relation to other ships, allowing for the faster degradation.
3. CR degradation should affect all ships, but be much slower in capitals... realistically, capital systems and crew aren't immune from fatigue just because they're on a big ship, and gameplay-wise capitals will still long-outlast smaller ships, but not be perpetual fighting machines.
Sunder: increased top speed, acceleration, and flux capacity. Reduced shield efficiency.
Brawler/Shepherd: increased burn level by 1 (to 6)
Condor: reduced supplies/day by 1 (to 4)
Sunder: Makes sense for an aggressive ship like the Sunder. Fits my playstyle perfectly.
Brawler/Shepherd: Makes sense. Will the Brawler lose its CR uniqueness?
Condor: Finally a reason to use that one!