Hello ! It's been a long time (burned myself too much on Starsector and had to lay down for a while)
1 bug report and 1 review !
1. Hammerhead (P) : it doesn't spawn in the game because there's a typo in its .skin file (see below) :
"tags":["pirate","rare_bp"],
It should be :
"tags":["pirates","rare_bp"],
Adding the missing "s" fixes it.
2. Prometheus MK.III (P) :
- Its large missile is actually a turret instead of a hardpoint according to the Ship Catalogue/variants Editor. It does a play a role because a hardpoint has twice the health of a turret and thus, is more resilient to damages/EMP ;
- I find the Prometheus MK.III to be pretty bad overall (I don't know what people managed to do with it on Discord so perhaps my builds are wrong). It is completely overfluxed even if you leave almost all small and medium mounts empty (which is fine !) and as a result, it desperately needs flux capacity to avoid overloading almost immediately after it starts firing its weapons. However, between its anemic base Flux Capacity, Pirate Modification that further reduces its base Flux Capacity, it's 1.2 shield efficiency and its lack of Ordnance Points because its "only" a 30 DP capital ship, it simply reaches max flux and overload way too much (you can hardly afford a healthy number of Flux Capacitors to mitigate this problem). Feel free to correct me, but I think giving it way more base Flux Capacity (something like 16000 or 17000 instead of 10 500 for example) would be enough to allow the Prometheus MK.III to fullfill its role without increasing its power too much in undesirable areas (such as more hullmods through increased OP, more flux dissipation, etc).
This lack of Flux Capacity is especially noticeable among AI fleets that can't downgrade weapons to a smaller size. As a result, Prometheus MK.III are almost harmless because they reach max flux capacity very quickly.