I mean, this just doesn't hold up in practice! And if you land a single Reaper on a heavily armored capital (i.e. the Radiant, in this case), much of its damage potential will be spent on armor anyway, and calling that a dud is a bit much.
So if i'm reading this right, damage control will reduce the
hull damage taken, but have no impact on the
armour damage taken?
If so then i can understand it.
The (non redacted) weapons that i can think of that will be hit by this skill are: Hammer, Atropos, Reaper, Harpoon, Gauss, Hellbore, AM Blaster, Mining Blaster My personal feelings towards the impact of this skill on these weapons:
Gauss/Hellbore/Mining Blaster - all have a low enough fire rate that every shot will likely face the penalty if used singly, but suffer rather minimal damage reduction, so it's no big impact to a ship using these weapons.
Harpoon - these can consistently hit fast enough to avoid the reduction and the actual loss of damage from the reduction is small enough to not really impact their use cases anyway, so can basically ignore the skill.
Atropos - these
can fire fast enough to only sacrifice one shot to the penalty, and the per-shot damage loss is not (completely) crippling, so i'd consider these basically in the same category as the harpoon.
AM Blaster/Hammer (single) - can be mounted singly as armor cracking/finishing weapons, and will lose out on a significant amount of damage, making their usage against this skill not great, unless you have more than one.
Single Reaper/Typhoon - Single-fire reapers take a massive penalty to damage, and lack the fire rate on their own to get "past" the reduction, so are massively crippled on ships that are unable to mount more than one, making their usage against ships with this skill something of a
waste imo.
Cyclone Reaper/Twin Hammer/Hammer Barrage - these fire multiple shots, so yes the first hit will suffer, but follow-up hits will still deal serious damage, making the impact of the skill not a huge impact (imo) if you can be sure to hit with more than just one of the shots form the burst.
Basically, (in my opinion) you have to deal over 1000 damage per-shot to really suffer from the reduction, and even then it's only a big consideration if you can't get a volley of shots off so you only take it on one of them.
- An added thought i came up with after typing all of the above, is how this "every 2 seconds you take reduced damage from a shot" mechanic is going to be rather hard to advertise to the player, unless there is a visual indication of some sort, and that could quite easily look out of place.
There's also the fact that it's a bit of a... "gamey" mechanic, and to me almost feels a bit out of place in the game.
On the subject of everything else, it's all sounding nice.
One thought though, two of polarized armors bonuses only work with hard flux, so for ships that can't generate hard flux (the new Vanguard for one!) it might be an idea to add a cheap(?) hullmod, that converts some/all of soft flux into hard flux (and/or possibly tie this into shield shunt?)