Would it be possible for the drover to receive a minor DP rollback? Between the dp nerf, RD getting stomped on, and fighter skill limits, paying 15 dp for the drover is just gross. I think it learned its lesson now. One wonders when reading the drover description why the Domain didn't quietly cancel the production contract for it.
I think with the fixes to bugs for Reserve Deployment it might be in a better place. Might still be overpriced, but at least it should be better than it is now.
HAG: "Halved recoil" Does this mean spread/shot, max spread, spread decay...? Max spread at 900 range (more likely 1260 or 1,440 with range extenders) can still get pretty inaccurate. I don't think it should be super-accurate at max range but I don't see the Mjolnir missing a lot of shots at equal range. Though, Mjolnir shot speed is 900 vs. the HAG's 800. I wonder if a bump in projectile speed would make any sort of difference. Either way, like I said earlier, the effective DPS of the weapon should go up significantly if it can put more rounds on target. It's not the best weapon against the heaviest armor but its way more versatile than the Hellbore.
Halved all of these - just halving the per-shot wouldn't do much, I don't think.
Jackhammer: Not gonna lie, that's pretty awesome but it looks like it will have low ammo.
(9 ammo, btw, and 9 OP.)
Are skill changes still being considered? Mainly asking for CA and NL, even if EWM won't be simplified.
Loving both BPL and HBL changes, by the way.
Not for this release; I'll probably look at Neural Link again at some point, though. And possibly Cybernetic Augmentation. Energy Weapon Mastery, I'm quite happy with.
I get that there are certain weapons that would be OP and only work because they are in a small slot for example, but what about only selected weapons? maybe just the ones that are the "low cost" option since they are usually weaker.
I think at that point you might as well have different-size versions of that weapon, it'd be simpler than adding a bunch of rules! I don't really want to have too many "same but different size" weapons - it makes slot variety more meaningful and interesting. Basically, if you do too much of this, you take away from the things that make ships unique, so it needs to be approached carefully.
As you said, this is without skills / armour hullmods / cr bonuses, and i think those might bias things towards the hellbore some more.
Interesting point! A quick, non-rigorous test with max skills on both sides (and 70% CR) shows the Hephaestus with some relative improvement in that same test - 13 seconds vs 10 to start damaging an Onslaught's hull.
Although, maybe the Invictus/Retribution could be ships that can get good use out of the Hephaestus?
- Invictus using it's ability to be effective when "punching down" as a "defensive" anti-flanking gun in some of the side turrets.
- Retribution being able to exploit the high DPS by using it's generous selection of missiles to compensate for any loss in armour-cracking potential over the hellbore.
Hey, that's a good point, I wasn't thinking about the new ships! And the Retribution's comparatively high flux dissipation won't hurt here, either. Neither will the Invictus' lack of shields, which makes it much more ok to over-flux.
That thing never worked for me unless i added the ''no_autofit'' tag to a faction, they would still autofit the ships which seemed to remove the s-mods for some reason?
Ah - this probably belongs in another thread, but yeah, I'd expect the fleet inflator code to nuke s-mods. It treats existing variants as "roughly the shape the actual ship should have once it's done with it" and not "this is the actual ship", if that makes sense. The ships don't "exist" prior to the inflator running is another way to think about it.
I had heard some modders were thinking that it could be caused by modded assets not being unloaded after combat but unfortunately I have zero programming knowledge so I can't really contribute. Many players seem to attest that when they've upgraded the game to Java 8 it has somehow alleviated the slowdown but I haven't yet tried to upgrade my game yet.
Ah, ty! The game doesn't do that (unloading assets) at any point. It could be that past a certain amount of stuff loaded, it runs into GC limitations for Java 7, though honestly that seems unlikely - at least, in the absence of some other problems. It makes sense that the default GC for Java 8 might work around it, though.
As long as I've had the flux, the heph has always been my choice over the hellbore. Hellbore rounds miss a lot. Its just that first part! Luckily with ordinance expertise big ships really can afford 480 flux for HE.
(I do think the +flux dissipation of OE is overtuned a bit. Not by a factor of 2, but maybe 3 dissipation per 2 OP might be more reasonable - it's one of my next things to look at. It's nice that it enables more builds, but I'm not sure it needs the full current bonus to do that...)