the drone restriction on carriers made sense,despite how limiting it is basically forcing you to use either [REDACTED] fighters (mods,that expand that help quite a bit) or fighters from here
leoberger (phase BC) felt very weird and i coudlnt get used to piloting it,maybe its just me and phase ships not getting along
i cant spell the name for the life of me capital carrier (7-slot one) felt really good,specially when you realise you can outfit it with 8 medium missles and 2 large missle slots(dont remember if it had smaller SRM or LRM mounts),its insanely good as LRM support for saturation tactic,active system on the other hand is barely used by AI unless ally ship is actually near death,plus it was often hanging around quite far,i think it should use it when ally ship is near overloading or getting some hits rather then being at deaths-door,as that is a loss of resources by that point (and if you use starship legends its also losing points for that mod)
retreiver is a neat design,doesnt really work with capital fleets in late game but still good until you get there,but repair drones felt too weak honestly,at least from my tests they barely did anithing,maybe i was doing smth wrong on that one but from combat tests and tests with me damaging friendly freighter in simulation barely had any result,they look neat doe thats sure
unless i am mistaken with the other ship but pretty sure dobermann model and design was changed a bit
and something of the biggest disappoinment for me was the wurgandal,from a looks of it and from active system it felt like its supposed to be front-load ship ("maw",4 frontal large mounts 4 mediums and a bunch of small on "claws" felt like they all were all facing forward)
but when i got to hand it around it turned out to be a very weird broadsider from how weapons are angled,which absolutely 180*ed me from it
also seems like you have absolutely no control over the fighters,they will fly off and commit death as soon as modules lock to something,aint as bad as you practically are locked to using drones,so no crew loss,but that is still firepower lost if you have interceptors or anything other then a bomber
i hope that having a core-controlled module commands chain will be something that becomes a standart later on for all mods or default modular ships
maybe i was doing somethign wrong but for some reason despite me usually liking modular ships and specially liking HT this didnt work out at all with a bad aftertaste
basically all it comes down to that you will use only 3 large mounds and 3 medium mounts per side,nothing else,small weaponry is all gonna be PD or none to save OP,which is less weaponry then most of other default or modded capitals in the game can offer,and that is for a price of 100 dp+higher maint cost of 300 p/m doesnt seem like its worth it at all despite all of the range boost and fighters its extremly undergunned on large and medium mounts
well....at least it looks cool AF thats for sure
This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes
but considering this was said, highly doubt wurgandal would get any meaningful changes to weaponry as it would mean heavy structural edits,so i guess that is a dead ship for me
liked the idea of newfoundland but not that hard of a trader to make use of it so didnt bother with it
berdnard is a must have for me now,+2 speed saves my ass from hostiles(mainly remnants or unwanted pathers) when i run BIG SLOW ships which i do quite often(practically dreadnoight or capital fleet) and the fuel capacity is usually enough for long travel,didnt feel the need to get more then one as its already enough fuel to get around the galaxy unless you run like 30 ships that drink fuel like water
doog is like a smaller version of killer queen?(doom)definetely feels like it,good god mines(from built-in weapons on front) are no friendly fire on them at least for the doog itself