Thank you for trying the beta and giving specific feedback.
I'm sorry that your experience was not more positive, but I'll attempt to address the details and I'll try to hit the main points in this response:
Beam vs Projectile PD:When you are speaking about projectile PD I am assuming this is limited to energy weapons so correct me if that is not the case. I ran some "extensive" (always a bigger rabbit hole here) controlled tests using a Paragon for the last few hours. This resulted in a few adjustments:
- For one, I agree that the Burst PD Laser was a bit too good. The main reason I believe this was the case is that the beam can penetrate multiple missiles and strike craft - which increases its overall effectiveness according to battle size scale. I increased the time between pulses and made its peak damage occur faster. This will hopefully make it more on par with the Pulse Laser as far as its anti-strike craft capability while still retaining its role as a high tier anti-torpedo PD weapon. The OP difference between those two weapons should now be a more difficult choice depending upon the types of strike craft the player is up against. They should combine together well.
-The Void Driver was purposely underwhelming. The caveat to this weapon being powerful is that its long range makes it more viable as an assault weapon so I have to be careful, but I increased hit damage and the rate of charge regeneration and I'll see how that feels. With its range, it should definitely be better than the Pulse Laser even though the burst/sustained dps fluctuates to higher or lower than that weapon by comparison. The Shattercell Cannon is better at light missile interdiction, but its OP has been increased to 8 as well. The Pulse Laser feels like really good as a staple to compare other weapons and so it has not had any changes made to it.
- The Micro Repeater and Dual Micro Repeater were ok, but not as good as the PD Pulse Beam for their OP considering that they also cost flux to fire. The flux cost is there in order to keep them feeling different from the Pulse Laser, so I increased their burst dps and hit damage a bit and decreased the time it takes for a clip to regen. The dual barrel version should now be a budget alternative to the Pulse Laser with the downside of a flux cost and the upside of faster strike craft kills - at least initially. The single barrel version is now the lowest OP (at 2) budget energy PD weapon. It shouldn't be very good against anything but smaller low hp missiles and low armor/health strike craft.
- And then there was the Pulse Beam - which has been nerfed heavily in the sense that its role has been further amplified. It should be terrible vs anything not a missile or light interceptor/fighter and its OP has tentatively been increased to 3 though I went back and forth on whether 2 OP would be more prudent. It can eventually wear down armored strike craft, but not well enough to surpass other PD options. For missiles, however, it is pointedly better than Pulse Lasers and Micro Repeaters at dealing with torpedoes and heavy missiles. The other smaller energy PD weapons should continue to fill the light missile/rocket niches.
Hopefully that addresses PD weapons a bit. Iirc I don't think much changed too drastically with the exception of perhaps the Pulse Beam. Especially with Advanced Optics, PD beams should still be semi-viable anti-frigate weapons - just not as good as projectile weapons.
Pirate Strike Craft:
This is intentional in order to make early game encounters a bit easier for new players. Veteran players will probably smash pirates. Pirate wings are more there for "when there is no other option" or when you want to run a 0 OP investment into strike craft wings when using a carrier for some reason. They can also be combined with expensive wings on carriers that otherwise couldn't equip them. And it makes the "pirate stuff only" challenge run pretty challenging. That's the thought process behind them being very weak.
That being said, I will try to remember to take a look at a couple of comparisons and see if low OP interceptors/fighters could use some fine tuning. The mine idea is intriguing and could give the Talon some more teeth as an interceptor. I'll think about it.
Graviton Lance:
The reason the DPS is so high is because it is meant as an anti-shield assault/pd weapon and it builds soft flux when it hits. Once I can change it to build hard flux in the next Starsector update, I will address it again and lower the dps. I agree that it is a very good anti-strike craft/missile weapon right now.
The reason it does not cost flux to fire is because the AI does not handle that well when put in with zero flux weapons. Like above, I can adjust this more when I have 7 weapon groups to work with in the next update. Autofire AI has also just been generally improved from what I hear.
Additional Feedback:
I do not mind additional feedback whether negative or positive (though keep it polite please) so feel free to continue when you are ready. However, keep in mind that detailed responses take time and usually require addition testing so it may not be given the same day and may take several days if that makes sense.
Anyway, thanks for the time you took to flesh out your thoughts.