I'll try to touch on everything:
- Yeah I noticed the new strike weapons are still fairly rare (no rarity limits in the weapons file at least
)- in early markets. I may add the low-tech ones to markets manually and add maybe one or two more tier 0 small ballistic strike/support weapons to give better odds of finding one in the next patch.
Not really sure if correct. The idea of the strike weapons was to have them be alongside the assault weapons, costing flux to make them more powerful. That said, given they ARE more powerful, I suppose they ought to be a little bit rare-er
- Definitely adding at least one tier 0 energy strike weapons that will be widely available instead of locked behind salvage and commissions, maybe more- have to make them interesting and not just copy-pastes.
Good to know. Same for Ballistics as well (unless thats the tiny morter, in which case, uhm, I think thats more support than strike)
- Played around with the Artillery Cannon and reduced the spread by about 20%- it's still pretty inaccurate, but I can use forward firing ones to fairly consistently hit an enforcer while flying another enforcer.
Awesome. That was what I was hoping for. At least a bit of accuracy. Seriously, the spread was enough to reliably miss a Destroyer. I dropped it and replaced it since I hadn't started fighting cruisers yet.
That said, Given it's power and range, I could see 3-4 destroyers bombarding a Cruiser with it without taking any serious return fire (Excluding, naturally, the BEES). With accuracy to somewhat better match it's range, I am pretty happy.
- I'm still testing, but considering changing the PD Burst Laser, Heavy PD Burst Laser and Guardian PD Laser to attack fighters and ships. A trip to the 'balance lab' indicates that the PD_ONLY flag was set back when fighters used supplies to respawn and so is no longer as necessary. Still, the thing with beams is that if you make them too good, fighters and missiles become irrelevant. They don't ever miss- whereas everything else hits at best like 1/3 of the time. It ends up being a huge difference.
What? Do you mean older versions of this mod before you published it? its not like that in vanilla.
Yea, Beam weapons trade, generally damage or flux stats, for perfect or near perfect accuracy.
In vanilla, Vulcan cannon vs PD Laser damage is insane. Its Still quite a bit higher if you factor out the frag damage.
- That being said- the only caveat will be a slight reduction in charge regeneration for the small PD Burst Laser as well as the addition of charges (8 to be exact) with regen for the Guardian. All 3 still do not cost flux, however.
That is fine by me. The whole point of putting powerful PD lasers on your ship is to keep those darn fighters off of you. More-so now than in vanilla, where it was also largely for missiles.
If you are spending a Large energy slot for PD, I would hope the damage is similar.
Adding charge limits is a reasonable tradeoff. Maybe make it frag damage as well, despite being a beam. That way, its still stronger vs Missiles than fighters, and doesn't need to have the raww power to overwelm shields, tear through armor, and vaporize hull.
I don't mind it having less damage, I just want it to shoot at fighters because PD system.
- The Atropos (single) originally had regen, but that makes the Dagger never go back to the carrier and re-arm. Still, pretty much all the other fighters have built-in versions separating their strike weapons from the equippable ones, so I don't see why I can't add that back in and solve both problems. Done, updated for next release.
If that Fighter hullmod disables Missile Regen (Is that even possible? Is ammo regen mutable?) Do fighters stick around or go back to reload?
- There is a new small missile, the Hornet, rather similar to the Locust. The stinger is the less effective version, as well, but both are kind of rare in markets. Working on that. 
Hornet is already taken by another mod. Kinda a sidewinder missile (which is probably the wrong word) that moves in a sinusoidal pattern to throw off non-laser PD. I think you got 8 missiles instead of 3 as well, but less damage.
Glad to have more anti-fighter missiles. Locust is still my Favorite Missile thus far.
Glad this update helped things, though!
Indeed.
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I think the Fighter Tooltips need a bit more information.
Before the Fighters became weapons instead of ships, they had various stats visible. While you can read the tooltips and get a general idea, A few things might be nice.
Make them in different colors if it supports some form of markup, or at the top at least.
-Shielded/Bubble Shield/Armored/Unarmored
-Fast/Slow
-Short/Medium/Long intercept Range
-PD/Intercepter/Bomber/Special
Just for a quick summery of functionality, Given there are like 5x as many fighter types and I don't know even most of them yet.
Generally I try for shielded ones because they tend to last a lot longer, but that requires me to skim the tooltips and its somewhat irritating. /#FirstWorldProblems
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Stabilized shield is GREAT. I almost always go for it over flux dissipation, because 10 flux vs 180 flux for 3 OP is kinda a large difference, and being able to hold your shield up is quite nice. Its almost like allowing a small amount of hard flux disspation (but not really)
The Frontal/Omni conversion changes are also pretty nifty, although I can't recall the exact effects at the moment.
Makes them both more tempting to use at least. (I generally used frontal to get bubble shields in vanilla. Here, sometimes no need to bother)
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It took me a while to figure out why my shields deactivated when I used accelerated Ammo feed. Not sure if vanilla or not, but yea....
Don't suppose that can also make Ballistic weapons charge faster? I suppose its feeding into the weapon instead of into the clips, but still.
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Went through many of the "Missions". Fighters are BRUTAL.
I really, really wish Guardian PD worked. XD
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I still love Tachyon lances. The changes make them very support weapons.
Tachyon lances tend to get stuck instantly vaporizing fighters and then stretching back out.
Managed to sweep one through a few wings when they got in my way. Kinda amusing, if infficient.
The long cooldown, high flux impulse, and massive damage is awesome. Reminds me of Energy Projectors from Halo (at least the books)
And, naturally, strains, tears through shields, breaks armor, EMPS everything, and causes it's target to explode in general.
the increased cooldown and Alpha power (I think) makes it more useful to tearing apart supporting vessels while actively ignoring heavier targets.
I tear apart Carriers first, because fighters. Then Frigates with a single beam (minus wolfs because teleport, they disjunction half the time) to keep them off of the rest of the fleet/myself. (Paragon)
(Always alternating because long recharge time) After that, I work my way up, and leave capitals for last. Because they have shields and generally I need all 4 beams to break the shield. Killing it's support leaves it surrounded, lets allies drain the shield, and once the shield is overworked, THEN I hit it with the horrible death beams of EMP and death.
Heh. I wonder if putting one on the Venture would work. I am pretty sure it has a Large energy slot. Not sure about flux stats, but wow.... (Maybe I should take a commision with TriTachyon?)
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The mining Laser and Mining blaster tooltips, given how powerful they are now, Might need an update.
Mining Laser: Something about how it's massive power consumption requires a dedicated power feed, and while not optimized for combat, carving up armor and carving up asteroids have a lot in common.
Blast is similar, except its more blasting things apart.
Both are way more powerful than vanilla. To the point that I used mining lasers in med energy slots over other medium energy because sustained high damage.
Tooltips don't really communicate their surprising power. They used to be like third-rate weapons. Here, no so much...
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Some of your default layouts seem to violate weapon rules. I've seen energy in ballistic only slots, and so on.
(Might be campaign specific though)
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Saddens me that the hound lacks a medium slot. And for that matter many ships that used to have medium slots. I understand why to an extent, but still....
Trying to find Frigates and destroyers with medium slots is somewhat difficult.
Less a problem now that, hopefully, more small-Strike/Support weapons exist.
Also Love the significantly increased usage of hybrid slots.
haven't seen any omni-slots yet, but I'm sure i will.
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Blah, Blah, Card games Blah.
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Dedicated point defence is already nasty enough vs missiles WITHOUT guardian PD lasers. I've sent massive vollies before, and saw them all get torn apart by flak or fighter screens. Not sure that Guardian really needs to be THAT powerful to work vs missiles AND fighters.