How would you suggest I balance it? I took over all files from the previous two people who worked on the mod.
So far as I can tell, it's already balanced around being a station-sieging weapon. It sounds like a very niche weapon that is quite effective in its specific role, but isn't meant to fight high-tech capitals because it can't handle their flux capacity/dissipation rate.
Sometimes that's how balance is - you get a gun that does one job really, really well, and that's all you use it for because it's not much good in any other role.
Do yourself a favour and actually post more details on the ships and weapons you're using - screenshots, links to the mods, whatever. Just stop being vague.
As you wish:
Note that I didn't use the supercarrier and 2 of the drone frigates in my attempts earlier.
EDIT: posted a better image
Well that's certainly an
eclectic lineup. Somehow I'm not surprised that it's mostly Okim's old Steelclads project. That's going to make things harder, seeing as the last maintainer managed to make a complete ass of himself and all the old downloads got removed for being packed full of copyrighted music/SFX.
This is still pretty vague though, there's nothing specific about the weapons themselves here. Again, just having the right
damage types isn't enough, or good flux efficiency, or low OP costs... you need enough DPS or burst damage to make it work. I'll use Hiigaran Ion Beams as an example; they're very low OP-cost (for their slot, maybe 10-12 for med/20 tops for large) constant-fire beam weapons, with very low flux generation. What's the catch? Their DPS is weak too. I had an Ion-heavy fleet comp before I ran into radiants and they
ruined my day because the beams were useless against their shields. I retooled into weapons that could put out hard-flux and my performance improved immensely, both against radiants in specific and remnants in general.
Since you're mostly using Steelclads ships and (probably) weapons though, I think it's safe to say where the balance issue lies. I'd bet any of the veterans here could put together a fleet sheet that uses
only vanilla ships and
only vanilla weapons, and can go toe-to-toe with remnants any day of the week.
If you really want to get into the weeds of balancing all that stuff, you're probably gonna need to get elbow-deep in some spreadsheets to properly compare all the various values, then start adjusting anything that looks to be too weak or too strong.
As I understand it, Remnants got some buffs between .91 and .95, particularly with regard to the skill changes, so they're a lot nastier than they used to be.
They also have better officer power, and officer power controls ECM instead of fleet size, making it easier for them to outnumber you too.
Also, last release, there were no objectives in Ordos fights. Now, there are.
Remnants seem stronger now than before.
Well that would certainly explain why they easily break 50-60% ECM rating.
I think objectives can work in the player's favour though, as if you seize any of them that's more DP for you and that'll make up quite a bit of difference if they already have max DP from outnumbering you. They don't get any extra from objectives because they're already maxed out, and if their ECM is stupid-high already then jammers don't help them either (as the ECM diff stops counting at +/- 10%). The speed bonus from buoys is nice and all but it works best for small ships and I wouldn't rely on small ships too heavily against remnants, and the AI may not benefit from it if their fleet-leader core has Coordinated Maneuvers.