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Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: June 08, 2023, 10:27:52 AM »
Yeah thats exactly what I did, still crashes.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
I wonder if something like a fairly hefty reduction in flux cost might be sufficient. It does good burst damage already, I don't think that needs to change. But if it went to .8 or even .6 (instead of 1.2) flux/damage, then the anti-shield use would be more ok, and it'd get a boost as an anti-fighter option, and it would further be solidified as a low-flux option (that still has some punch) for a medium slot.
You could make this one also deal EMP damage, like a baby Tachyon Lance, with the same mechanics. EMP arcs that penetrate shields is actually a very interesting niche that brawler ships could use. Currently if you want that your only options are Ion Beam (long range, no damage) or TL. Especially interesting with HSA so the weapon could arc by itself
Can you argument for your choice then, what would 700 range exactly accomplish? On high tech ships you don't need that since it clashes with standard and strike ranges. Beam builds are also out of the question since then you're too short. Midline ships really don't want a "spend more flux than your opponents shields will even take" weapon. I'm just curious where do you see a 700 range Phase Lance making a difference.
I would actually prefer it to get more direct damage without changing DPS. It is basically a melee range strike weapon, like AMBs. Better to make it better at that than buff other stats and have to either walk back, or remove the one thing it's still good at.
EDIT: Hell, make it do more damage and make it less flux efficient, kinda like a strike Heavy Blaster.
I did some more testing...only some of the ships appear in markets. I can see Tyrants and the exploration-class ships, but I've never seen any of the Luddic Path ships or Dire Wolves.