Ha, seems like I push a little too more on Pulsar Beams, I had higher the flux usage for the small and mid one a little bit (about 3%) to make them balance. And for the Heavy Pulsar Beam, it keep that high flux require for reasons.
Its unreasonably high on the heavy, the only reason to use it is there's no competition in that role. It has the flux efficiency of a plasma cannon with 2/3 the dps, and the higher burst is more than set off by the atrocious accuracy already.
On the other hand, yeah the medium is a bit strong - its nearly pulse laser levels of efficiency with a range, damage and burst advantage.
On the whole though my stance is a higher burst doesn't warrant higher flux use if its already offset by an accuracy penalty that neutralizes the ability to punch through a piece of armour.
Can't speak for the small as there's only ever one ship you'd ever use it on.
Both Misery and Bane have significant range superiority so that's why they cost more flux to fire.
They have a range advantage, but a considerable armour penetration and shield-overloading disadvantage due to the minuscule per-shot damage. Overall they should be less efficient than a pulse laser but right now the penalty is too high.
About Neutron Pulse Cannons...hmm, in fact they hit harder then you though if they hit on hull. Just use them as HE weapon. And 1000 range for a mid energy weapon is not a joke.
But that's all theoretical - they're so atrociously slow you have to be kissing shields to hit a cruiser or smaller with them, and against a capital at 1k you can maybe hit 1 volley before they finish venting. They make hellbore shots seem fast, and those are already barely usable as it is.
If they're going to stay this slow they need to pump out a lot more damage for that flux, right now any other option is better in practice. At that point I'd rather see the rod go way down and the damage way up, so you're betting you can hit with that one volley before the venting is over, but if does then its noticeable.
Disruptor with 600 range is too damn good. Should lower it to 550.
Maybe lower the rof instead so its easier to overwhelm it.
Anyway, I'm complaining because I care. I love FF's art and want to see Neutrino played more.
Thanks for all the hard work, its great to see NC being polished more.
P.S. I really don't like the Piledriver-A, these days an NC ship without neutronium armor is not an NC ship anymore.
P.P.S. I don't understand the wording of the High-Torque Turret Motor upgrade - increases weapon turn rate by 3 but slow them down by 25%? Slow what down, the turn rate you just increased?
P.P.P.S. I had a feeling and did some testing on a Criticality - Antiproton PD is really atrociously bad compared to Heavy Burst and other Medium Energy PD. The damage itself isn't bad, but the fact that it basically stops turning once it fires makes it a waste of OP.
Final issue:
Its fine if NC ships have higher fuel use than most, but right now that's too exaggerated - a full neutrino fleet with no tugs costs more fuel/LY than a normal fleet with as many tugs as possible. A neutrino fleet with 3 cruisers and 3 destroyers takes as much fuel as a vanilla fleet with a capital and 5 cruisers.
The numbers look fine in a theoretical way but practically in the game the economy simply can't produce enough fuel for an end-game neutrino fleet, and you find yourself in a situation where you futz around in a system for in-game months waiting for large markets to produce enough fuel to let you go grab a bounty. There's nothing fun or interesting about that.
Taking the Hacksaw as an example, it has a fuel/LY of 4. 99% of cruisers have a value of 3. It really should not be above 3, which is the highest in vanilla and already high, as the low maintenance cost is already mostly offset by how long it takes to recover CR on NC ships.