Frankly a lot of exact combat balancing is probably not worth doing right now, because there are so many AI changes and fixes in the next version it'll throw any balance established with the current version out of whack anyway. At least that's the impression I'm getting from the various teasers and patch notes Alex has put out.
I missed this in my last response. You are probably right. That is one reason why I'm not spending a huge amount of time on it. This is more just to be a pulse check that nothing is extremely broken from all the changes. Despite that, there will inevitably be stuff I miss lol.
I'm getting the impression the next version might have a significant bump in lethality just from the AI changes alone - it sounds like it'll get flux-on-target a lot better. Less wasted shots (the "main gun fires at random fighter despite enemy ship being directly ahead" is also supposed to be fixed I think) should lead to more consistent kills when the opportunity comes around.
On the topic of PD pass-through: I think is very good but has to be very carefully balanced. Overlapping PD could have the potential to be very oppressive. Maybe reserve PD pass-through for a new category of PD? "Long-Range PD" or something? That would be a good place for flux-using PD too perhaps. Bigger opportunity cost (flux buildup) but big upside (fleet support).
Alex told me a while back that a lot of edge stuff like that had been addressed and I'm really excited to see the new official release. There is a ton of modder QOL stuff there too.
As far as PD pass-through for new PD support weapons, I may do that. It would be interesting to see how that would shake up build-making. As for current PD pass-through, the weapons that got it are small in number and IIRC none of the small weapons have it. It was mostly just a way to give a small way to incentivize a large PD over just a bunch of small PD. If I see it making too large of an impact I'll change it. The ranges in question are small enough that I don't think it will though, but I have been wrong about that sort of thing in the past.
Morro, do you think you could do a preview release of the mod? Not in the OP but just in a new post, so that Daton, Albreo, and I can help give some balance feedback?
Maybe. At the very least, I would have to finish the stat card changes for weapons with pass-through so that is obvious and won't obscure anything balance related. A lot of variants are still not at intended OP too, but that's not the hugest deal I guess.
Hey, this gives me a thought that might also be pertinent to the "can't do that with beam weapons / AO debate." Since you can make hull mods mutually exclusive, is it possible to make it so that certain weapons can only be equipped if a particular (potentially/probably built-in) hullmod is present?
That way the fleet support PD could be restricted to specific hulls given a mod that signifies them as having that role, without making major capitals OP. Advanced Optics could instead become a built in hullmod that allows only certain hulls to equip the new super fire support beams (and have no penalties or bonuses at all). In other words, it could be used by ships like the Apogee and Astral without making the Paragon or Tyrant Opie OP.
On the one hand, I get that it's nice to have the most options possible for every ship, but on the other hand there is currently a tendency to just load up on a bunch of your favorite capital and smash all the things. Having roles more clearly defined by hulls (the way carriers are), could help promote more diverse fleets.
I kind of agree with DatonKallandor here. It would be a useful balance lever, certainly, but I like the idea that you can take any ship and make it any role but with other considerations such as base stats, defense type, energy mount type, etc. I already kind of do this with the Onslaught (XIV) through the built-in Terminator Beams that have way more range than they normally would. So if I were to do something like that again it would probably be along the same lines.
There is also the secondary consideration that as a Dev it feels less satisfying to work on cool weapons to only have them be equip-able by a relatively few number of ships.
Battle 1 Defense Paragon: Nah, that looks fine to me your Onslaught just lack explosive weapons. Wasted Terminator beam on a shield you fool!! Do group all ballistics together in 1 auto fire. If it can't sustain, switch to a lower flux weapon. Aurora has a speed advantage so it can retreat from Dominator easily. Maybe Aurora DP should be increased as well?
Just curious, why do you think it is better to have all the ballistics in one auto fire group? The reason I ask, is that flux generation is a factor there. If you have the large railguns in a separate group, the AI can toggle them on autofire while at high flux while only toggling off the main group of mediums, etc. Separate groups allow the AI to be more efficient and eek out more damage under pressure than it otherwise would be able to. In your build, however, I can see you prioritize way more flux dissipation than weapon flux generation. So maybe that is why you run into that problem less.
I also think explosive weapons are a little overrated against high tech ships like these. The railguns penetrate the armor fairly quickly and it has the Terminator Beam (yeah when that hits shields it is indeed a bummer!) and the two forward firing flux free autocannons to punch through the minimal armor. Especially in the case of the Defense Paragon, kinetic damage is essential.
Regardless though, a controlled test means you can't change the variant between tests or you aren't really learning the trend. Nothing wrong with adding that build to the Hegemony lineup though!

I'll try and remember to do that later tonight when I do some more work on the mod.
Battle 1 Beam Paragon: It's the wrong video!!
Doh! Argg I am awful at posting videos it always takes like 5 tries to get everything going. It *should* be fixed now.
Hello! Is there any drawbacks using you mod with nexerelin? like any missing content or incompatibilities? i mean this "totalConversion":"false", option
Hi! Not that I am aware of. It might make the campaign harder because of invasion fleets, but afaik there isn't any bugs or any missing content when running this mod with Nex. The only thing Nex does that effects this mod is cut out the custom dialogue of the new factions for station commanders so that the Nex options can be added. So very minor and not impacting gameplay at all.
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Ok 2 more test videos. I'm not going to analyze these just yet but I wanted to get them up here.
Battle 2 Defense Paragon:
Battle 2 Beam Paragon: