I like most of the tweaks that have been made since 0.35 in terms of combat mechanics, with the exception of the extraordinarily long flameout duration (and to a degree, the weapon disability duration, but that's far less of an issue). This is a bit too easily exploited on both the AI and human fleets.
For instance, in Dire Straits: I was able to single-handedly take down a Medusa using the Hammerhead by scoring a flameout when it was distracted by my Hound. Then, since the Medusa's momentum was carrying it straight forward without turns, I proceeded to continuously overload the shield that he directed to cover his engine while he was immobile and strike his engine again, triggering another flameout. Repeated about 4-5 times, and I had then taken out a much stronger destroyer that I would have to avoid back in 0.35.
Another example, from Predator or Prey: The Wasp wings, which could almost be ignored by the Dominator back in 0.35, will continuously strafe my engine, triggering an almost-continuous flameout. If I am unlucky enough to have some sideways momentum, I will spin and due to the frontal shields of the Dominator, be unable to block the nonstop Hurricanes from the Astral. That, and I will be nowhere near close enough to the Astral to deploy my Reapers.
I think either (or both) of two tweaks could be made to make flameouts more balanced:
- The flameout duration could be cut in half
- One would have to take a significant impact to the engine area to trigger a flameout (ie, the minimal damage by a Wasp wing would not trigger a flameout, whereas a Salamander missile would)
Personally, I think the latter is the more important change, as intuitively it's a bit improbable to think that a tiny drone wing could keep a much larger ship disabled indefinitely. I would venture to say that such a change to the weapon-disabling system would also balance the game as well.
Thanks for bearing with me through this lengthy post!