I feel like a better direction to go would have been giving phase lance the 'use less vs shields' tag, or maybe a strike tag.
I've thought about that, yeah. I don't like that, though - I think it makes the weapon cludgy in some ways, for example it won't fire at fighters and it's quite good against them, almost worth mounting specifically for that role. And I'd rather not go in the direction of having *more* weapons where autofire makes whether-to-fire decisions.
I also feel like there are AI issues with this weapons well, because (I think) it has shot decay where not all the shots reach max range and the AI likes to hover at max range and poke where this weapon has effectively reduced efficiency and DPS. The efficiency boost is very large though, almost too much? At the very least it will be absolutely terrifying.
It *is* an omega weapon, it just was really not performing like one!
Aww no pilum love? The salamanders look very interesting now for those small/medium support missile mounts. Question about the gryphon, does this mean it can only replenish its missiles twice per deployment or is it a 2 part system? If it's now limited any chance of the missile forge becoming a hull mod?
The new Missile Spec elite helps the Pilums out a bit, actually!
The Gryphon can reload its missiles twice, yes. But a lower amount each time. (Not sure how this is related to missile forge, but: definitely not! That'd be really broken, balance-wise.)
Looking at the changes rn, two reactions beyond the amazing QoL changes im seeing.
!: What the heck did the monitor do to you alex.
Hah! I've been living in an alternate universe where, for some reason, it didn't occur to me to put SO on the Monitor. And I'm over here like "what are they all talking about, it's not *that* bad". Anyway, you're all in *my* universe now. *cackles madly* Ahem.
2: Didnt squalls already get nerfed in .96? What exactly was wrong with them.
Incremental changes and all that; I don't want to over-nerf them so I was/am making changes gradually.
As to what's wrong with them - the high HP makes point-defense useless, and they're too good at providing flux-free kinetic damage that can't really be countered, and the ammo is high enough that it's more of a problem than e.g. with Sabots where the damage really needs to be harder to counter because the ammo is relatively low. The general goal is to have the various large missile options be more competitive.
Great change, but muscle memory is going to result in me yeeting my entire collection of supplies/fuel more than once, I fear .
Oooof, I can totally see it. Sorry
It has a new way of sorting colony interactions. It's definitely a new number, you've just been staring at it too long to notice.
I'm not actually sure what you mean by "sorting colony interactions", hmm?
It would be lovely if this hullmod incompatibility mechanism were available to modders
I know, I'm sorry
It's in the back of my mind to do up a tag-based system for it but every time I need to make a change it needs to be a quick one and it's like, one more hack or re-doing the system? Some day!
Small typo in the third bullet point under micsc: Maded the dark gray text color in the UI a little brighter to make it more readable
(Thank you, fixing that up.)