Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.
Spoiler
On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?
It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.
Thanks for a great mod! May Mairaath be green again!
I personally don't think having a sniper ship be flux neutral while firing is balanced. You are shooting extremely high damage slugs for 2000+ damage, and as a sniper, taking your time between shots instead of spamming it should be key. Look to the Arjuna for having high DPS kinetic.
In regards to a sniper capital; there will be one in the works, but perhaps not in guns but missiles like an arsenal ship.
Also, the Avenger has 1000 range, it is a very CHUNKY and meaty gun. You will find its range with ITU to be satisfactory; it matches the thermal pulse cannon for damage and you shouldn't be dissatisfied with using it.
The Excalibur(M) feels quite balanced rn, probably a bit overvalued DP wise but it can be built flux neutral -even with shields up- with Flux Regulation (skill), max vents and Flux Distributor (hullmod) and it is a very capable fire support like that.
What's broken about it is the graphical glitch on dead entities that make it look like invisible plasma grenades are misfiring, the AIs tendency to ineffectively spam cluster ammo against shielded enemies (non-piloted Excalibur > non-piloted Excalibur(M) ), leading pip unchanged on the snail-like anti-matter shell and the missing system description. Oh and by a hair's breadth misses that repeatedly don't detonate. I can do that on an Atlas Mk.II on purpose but sadly it happens quite often even unintentionally. They tend to, however detonate prematurely near an untargeted enemy.
Sadly some Mayasuran ships are so OP starved I could not make anything out of them when I did a destroyer run.
I like how prototype phase cloak does not count towards Phase Corps' peak operating time, thus not reducing the bonus on my Harbinger.
edit: looky what I foundps. Can you make plasma grenades work against phase ships? Sticks onto them, they go into p-space, fuse timer runs off aaand... nothing happens. - correction: they glitch the same as with dead targets and deal no damage