That said, if Pesci is correct about there being some sort of damage-multiplication effect going on with multiple darts detonating at once, that should probably be toned down or even removed entirely; my analysis is specifically for the case of including one or two of these things as specialized anti-armor weaponry, while Pesci seems to be going all-in on stacking large numbers of furnace guns.
Thanks for the feedback on that, but I'm still going to give them a nerf to magazine size. Amusingly enough there isn't a multiplicative damage from having multiple needles, the problem is that the intial HE explosion strips armour, and then the follow-up fragmentation burst has a significantly powerful knock to it.
If you're looking to create some spooky stuff in the deep reaches, the Covenant already have things nearly as frightening as Seele in their elite fleets, a couple of those recolored leading a fleet of one of your Derelict factions would make a nasty surprise (especially if they split like the Mess). You're probably not trying to combine all your mods but I was thinking, what if a few of those Pharaoh ships got infected by the Mess nanovirus? I'm surprised there's not a special bounty in Covenant bars about "The Flood" or suchlike.
This sounds amazing. It probably won't be a one to one Mess, but a Flood Fleet as a one-off bounty would be hilarious.
I was thinking with the Furnace needles, you said in a previous post it was unfeasible to make the original shot Fragmentation because the AI wouldn't know to shield against it. If there's not a tag to make them behave right, maybe make the original shot Energy and the explosion HE?
I fear that would make the weapon far too generalist, as you could have decent utility against both shielded and and unshielded enemies.
I feel like the primary imbalance with the Heavy Urns is that they shoot so FAR. It would be fine if a heavy battlecruiser with six kinetic energy mounts could win the flux war inside its actual firing range, but the Heavy Urns can hit things that I can't even see on my screen. If the projectile faded out after its listed range it would be far more reasonable.
Fair cop on that, their range has been suitably nerfed.
A few more little tweaks I forgot to mention last night:
I'll drop the sounds a touch, and give the Net a bit of a buff to range. The way it currently works it won't properly explode at different ranges, but it should crack close to fighters to begin with.
Regarding the Ma'at weapon series...
Good to hear about that, I really did want them to synergise well with Expanded Mags.
...With Mining Blasters or Tachyon Lances, there will be moments when you aren't firing your weapons. With Hungering Furnaces, your magazines will refill in the time it takes your ship to vent...A big enough Hungering Furnace explosion penetrates all walls and indestructible structural segments of stations...
I think the nerf to magazine size and reload speed should clamp down a touch on a lot of these issues. One thing I realized is exactly how big the explosion from embedded needles actually is, so I'm dropping them down to something reasonable.