It just occurred to me that if all four phase ships will have the same two built-in hullmods, Phase Field and Delicate Machinery, would it make sense to use another hullmod that combines the two, say... Phase Coil System, that describes and applies the effects of both, and use that instead?
It could, yeah. I'm not sure there's a strong reason to go one way or the other here. With two separate hullmods, it perhaps signals the effects more clearly, and opens up the possibility of, say, using the "Delicate Machinery" hullmod on another ship (or not using it on a larger phase ship, where the CR time is a smaller fraction of the peak time and so doesn't strictly need to be nerfed), but, again, either way would probably be alright.
The point isn't to do noteworthy damage; those shots are going to miss anyway. The point is to start doing a bit of damage the second the enemy unphases, and perhaps to discourage them from unphasing in the first place.
that's what i meant, though. the big weapon might waste too much flux without hitting anything, while a single small one in a loadout that uses many guns will not do any noteworthy damage even when it does hit, which defeats the point of supressing fire supposed to punish the enemy for decloaking.
Now that I think about it, that mechanic was put in before the rest of the changes and probably doesn't make as much sense as it once did. Let me change it so that it's based on flux levels instead of picking a specific weapon - this makes more sense, and also means that it'll stop doing that as soon as it starts more dedicated firing at another target.
Re: battleship - well, I won't say never, but it does seem a bit troublesome. Even something as big as the Doom is a bit of a stretch.
But, you know, a capital ship moving at 3x the normal speed isn't necessarily anything to write home about if that base speed is, like, 20 or so. In that case, it'd actually be going slower than it would be with its zero-flux boost.