hi darlings
this mod makes the balance much more playable by adjusting the stats of several ships
changes below
doom
fleet points 22 > 18
hitpoints 7000 > 9000
max flux 10000 > 260000
flux dissipation 900 > 1400
ordnance points 145 > 175
paragon
ship system changed to maneuvering jets
fleet points 30 > 55
hitpoints 18000 > 12000
armor rating 1500 > 1450
max flux 25000 > 18000
ordnance points 320 > 370
onslaught
ship system changed to ammo feeder
fleet points 28 > 45
hitpoints 20000 > 14000
armor rating 1750>1780
ordnance points 360 > 300
this makes the onslaught an armored but slow powerhouse
conquest
ship system changed to burn drive
fleet points 24 > 34
hitponits 12000 > 8000
conquest's one big strength is its speed so i wanted to amplify that
astral
fleet points 27 > 20
hitpoints 10000 > 150000
armor rating 900 > 1800
max flux 12000 > 120000
ordnance points 250 > 560
fighyer bays 6 > 8
astral is extremely weak and 6 fighter bays are too little, this should make it able to stand on its own
legion
ship system changed to temporal shell
fleet points 28 > 35
hitpoints 15000 > 14500
fighter bays 4 > 3
ordnance points 240 > 210
legion was too op so i fixed it
odyssey
fleet points 25 > 32
hitpoints 10000 > 11000
armor rating 1000 > 10
shield omni > front
ordnance points 280 > 350
odyssey is a great ship but i always felt it should play more like a glass cannon. has very little (10) armor but much more ordnance points
lasher
improved bounds
new built-in hullmod targeting supercomputer
hitpoints 1750 > 2150
this is a buff because lasher is bad it should be a better anti fighter ship now
mule
improved bounds
new built-in hullmod heavy armor
this makes it a stronger brawler ship
wolf
hitpoints 1500 > 1520
ordnance points 55 > 65
max flux 2250 > 2600
mass 200 > 6000
wolf is an excellent rammer ship now
antimatter blaster
total ammo 20 > 3
ordnance point cost 9 > 4
this makes it on par with missile weapons of small size
assault chaingun
base value 1000 > 1200
range 450 > 200
assault chaingun was stupid op and needed a nerf
autopulse laser
ammo/sec 2 > 6
charges regenerate a bit faster because it was too bad
phase lance
damage type energy > high explosive
range 600 > 620
this is an adjustment not a nerf it should play much better now
and here is download
https://drive.google.com/file/d/1mB2-HxnmlSgFdovJGa-yRqTzn1CqJtEp/view?usp=sharingmake sure to leave your feedback down below
please constructive criticism only