- Sabot SRM: reduced EMP damage to 200 (was: 400)
- Hurricane MIRV: reduced number of submunitions to 9 (was: 11)
- Squall MRLS: increased ammo to 160 (was: 100)
- Swarmer SRM: increased ammo to 80 (was: 60)
All of these appear to be better balanced, guess I have less of a reason to just jam sabots onto whatever I can't think of something better for!
Sabot (Single):- Changed to (Double)
- Ammo increased to 2, with a 10 second reload delay
- OP cost increased to 2
Interesting tradeoff, maybe I will still jam smaller sabots on instead.
- Pilum LRM:
- Range reduced to 4000 (was: 10000)
- Damaged changed to 500 fragmentation plus 500 EMP (was: 500 HE)
- Added a second stage that's faster (Harpoon-level speed) and triggers on approach
- Increased hitpoints to 150 (was: 50)
- Has a chance to fire off a shield-piercing EMP arc dealing 500 EMP damage
- Chance based on target's hard flux, same as for other shield-piercing effects
- Other stats mostly unchanged - still very slow (except for 2nd stage), low OP cost, ammo regen
- Overall goals:
- Make it into a useful very-long-range support weapon
- But not one that benefits excessively from being fielded in huge numbers
The meat and potatoes of the missile changes, tradeoffs appear to make Pilums better but not like when they were the God of missiles. Still would be interesting to add a cheaper second Pirate (or maybe LPath, but pirates just seem more missile happy) version of Pilums that keeps old/current range of 10000, but worse stats than current version of Pilum. Just my opinion, but should balance benefits of being "fielded in huge numbers."
- Shield Shunt:
- Removed EMP resistance bonus
- Now increases armor by 25%
So does this mean that only Resistant Flux Conduits Hullmod is only EMP resistance HullMod now? No armor-related version, just flux related? I smell
another new low tech HullMod! But maybe not, I guess it depends on how balanced this works out to be. But would have to wait for 2023 update anyway, way too late currently.
- Fixed issue with "deliver VIP" mission at the Galatia Academy not having a time limit
I've been meaning to ask about some of the GA quests lacking time limits in general, but this answers at least one of the questions. Still, wouldn't the hostage negotiation mission also have a time limit? IIRC, it does not... unlike the "buy tech from LPath" mission, that appears less in need of a time limit (although still maybe needs one, just with a much longer time limit. Seller holding an illegal item and all). Alternatively, if player takes too long for buyer, maybe the price change isn't so unreasonable after all (as in, if player shows up within time limit, buyer won't always ask for more money).