The Selene is a PD-resistant/immune, homing torpedo, with EMP every ten seconds. My equivalent reaper is more expensive, non-homing, reloads slightly slower, takes twice as long to refire (but fires 2 shots) and has no EMP or PD resistance (it's a normal reaper). It seems pretty damn similar. As for the Exalt, doing a quick comparison of the Exalt-3 to the triple harpoon rack - they're pretty comparable. The Exalt is far more flexible, far more agile, regenerates in a similar timeframe and (at close range) deals more damage (in smaller chunks) - and pays for that by being more OP heavy. Which is actually pretty consistent with how those Syphon missiles stack up against vanilla - less specialized, more jack-of-all-trades, more agile - attributes they pay for by having less anti-capital big armor-crushing one-hit damage. Syphon's missiles are extremely well designed - if anything they're slightly undertuned, which is a lot better than overtuned.
I just wish all the Missiles are regen because right now it is either you use high-burst missile or those OP is better to be put on something else.
That...is what this mod does. All missiles with this
are regen (except for bomber versions). Not mod missiles obviously, because there's not really a good way to do that unless I include files from other mods.
Yes of course if you mix a mod that changes a core aspect of the game with mods that don't, the other mods won't be balanced for it. That's out of my hands. Luckily nothing forces you to play with other mods. Or you can use other mods and accept that you'll have to choose between regen missiles without burst capability and bursty missiles you can use only once.
Not that the regen is high enough to make missiles the equivalent of a ballistics or energy mount - they are still very much something where placement and timing matters, and the AI still uses them that way. The regen is just enough to make ships that already fired their missiles once not dead weight or an easy opponent, and to help out the AI (on both sides of the fight) in case a missile strike goes wrong by giving them another one or two chances before CR runs out.