Thank you everyone for your feedback!
What kind of a situation do you have in mind?
This is a ship that still has only 50 top speed and is a capital so is a large target and can't mount SO. Currently, it can fly up to a station and tank the damage, but with a Conquest's shields that would no longer be realistic. The Conquest can't despite better mobility and better flux stats. (It can fight stations but needs to use its mobility and range or needs support).
If you put unstable injector on it, you will lose long range firepower, which is a very significant tradeoff if it no longer has the defenses for close quarters combat that it does now. If it is more vulnerable to flanking and enemy fire then it is unrealistic to just fly it into an enemy fleet, too.
I was thinking something along the lines of driving up to enemy battleships - while there's combat going on all around, more or less - and just deleting them one at a time. Or cruisers if they get in the way; I'm not picky
It seems like it'd have enough mobility for that.
Thank you for doing all the tests, btw! I really appreciate it.
It looks like another hotfix is pretty likely, by the way, and I'd love to get another Pegasus adjustment into it. I tried improving the FMR AI - and did - but mostly what it does with a 2-large-slot-Pegasus is make it use the ammo faster; it's not as good as I thought it'd be.
I don't want to give it a really bad shield efficiency, though - it's still a battleship, and that starts to feel more like a battlecruiser philosophy or mobility and firepower rather than defenses and firepower. Right now I was thinking something like:
1) Back to 4 large missile slots
2) Remove the special ship flag that lets its missile slots turn (in retrospect, that's a no-brainer to rein in any Cyclone concerns, the ship *has a special flag* that makes these an issue in the first place)
3) Shield efficiency to 0.8, the midline standard (Not sure if the Executor should be affected here, too or not - my impression is that the Executor is in a good place right now)
4) Movement speed to 35 (the Executor keeps it 50 and gets larger engine glows)
5) Possibly DP to 60; not sure if that's needed or not
At least, that's what I'm thinking at the moment. Could very well change, I'm not settled on any of it.
While doing early bounties (70-90K) I've noticed that very frequently (half the time and its clearly random) the resulting debris is of very low density. Like 0.2-0.3. Meaning that even with salvaging skill and two rigs I'm getting almost no resources. While in AI on AI fights I've never saw those low density debris fields. Is it a bug?
Not 100% sure, but debris density does depend on the amount of ships destroyed.
So what's the point of those bounties in current version?
Those tend to show up in otherwise interesting (and profitable) systems, so it's good to think of them as signposts for where good salvage can be found.
Currently doesn't really feel like much of a tradeoff, slight nerf maybe. But the way those two are connected in my head is because I remember a thread where people were scared of the 4 large missile ship and started theorycrafting builds. That's where you came in and said how the Hurricane got reduced burst size but better tracking. I don't know in which thread this happened, but it was for sure something related to missile spam.
Perhaps the submunitions could stand to be a bit more maneuverable, then. The idea being to increase its floor and reduce its ceiling so that ECCM is not almost a straight up requirement.
Ahhh, this rings a bell, I remember! The Hurricane was changed before that point and not because of the Pegasus, but yeah, I can see how this would make it connected in your mind.