has anyone mentioned the current balance with the scatter PD's and cutlass?
About the cutlass:
Having a high flux for a high damage gun doesn't balance it out, because you essentially get more for your hardpoint. Also, in some cases more flux is what you want.
And the scatter PD's:
Let's just say the standard sickle frigate is the most dangerous frigate in the game in the hands of a player. Those scatters do almost as much damage as a cutlass, and they don't cost the flux, and they're energy weapons so they work on everything, and they're point defense. Do these things Julian fries as well?
Both weapons have fluttered between being very powerful and less powerful, with flux costs flickering about just as much, since I starting pratting about with them. The cutlass is supposed to be offset by the range penalty against the pulse laser, at just under 2/3rd, but yeah, it is pretty powerful. But then, so is the pulse. The larger flux reserves in this version against the last (0.5a vs. 0.35a) probably count against any previous balancing, making the thing relatively more powerful, because these things used to cut out quite quickly in the Sickle (not so much anymore, I suppose ...)
In terms of the scatterpd, it ended up where it is, because - if it wasn't as powerful - it would never knock a missile
out of the sky out of space due to it's terrible accuracy. I guess it ended up, almost accidentally, being an awesome close assault weapon, and I kind of hoped it would be a bit more costly to use it in the campaign, where getting up close and personal to some ships (enforcer, dominator etc.) is going to cost you dearly. Not so dangerous against smaller ships, though, I guess...
The design of the ships are cool, REALLY cool (except the mothership, that thing is a teal and red hue of strange.), but there is a tendency with mod makers to make their additions uniquely powerful, so that they stand out. Some of these ships and weapons really stand out.
Ha ha! Thanks, man, and thanks for the feedback, I appreciate it. It's really cool to hear people are having a good play around!
@Alendor: When I tried to run both together, it seemed to use my mod in preference to Paul's mod in terms of the Sectorgen file. I think there's a little bug in how it's working at the minute, such that mods can't play on top of each other in the campaign (unless I did it wrong) due to it picking a single Sectorgen to use to generate the system (presumably the first directory alphabetically, or something).