HMMMMM.
Okay, my first thoughts.
Removed energy weapon bonus damage from high flux level
Hmm. I can see that it didn't really add anything to the gameplay (and not having to deal with special rules is a plus), but it still had the "cool" factor (especially with the glowy weapons), know what I'm saying? Ah well.
Standardized range to 1000 for most non-PD, from Tactical Laser to HIL
BO-RING. Weapons should not be made more alike!
Also, this represents a significant nerf with a 20% range loss to HIL (already one of the less useful weapons in the game), did it get anything to compensate?
Salamander: both versions have unlimited ammo and require 20 seconds to reload[/li][/list]
Hurricane MIRV: regenerates 1 ammo every 20 seconds
Pilum LRM: regenerates 1 ammo every 10 seconds
The gameplay reasoning seems to make sense (and hooray Hurricane buff!), but it still seems odd to have reloading missiles.
Salamander should get a different graphic or something to communicate that you can't flush the rack in 3 seconds like you can with the other missiles. Did it?
Ballistic weapons:
Now have unlimited ammo, except for Bomb Bay
And the big one.
Okay, first, it's good that low tech ships no longer have worse in-combat endurance than high tech ones (this doesn't affect most of them any more with the expansion of CR timers, but it still matters for capitals). That was kinda silly. Also good that you can't cheese the AI into running out of ammo.
For inter-weapon balance: As Megas noted, ammo count (IMO at least) was an important balance mechanic in at least a few cases (Heavy Autocannon, Gauss Cannon in Vanilla). This was particularly notable in protracted engagements: I remember flying my Blackrock Nevermore back in 0.62, and midway through a particularly brutal fight my vanilla Railguns would be silent while the Ferroguns (which are otherwise an inferior weapon in most aspects) were still firing. Also, now you have even fewer scenarios where you want to put a Pulse Laser in a universal mount instead of a ballistic of some kind. I'm not saying it was a
good way to differentiate the weapons, mind you - Gauss is notoriously un-useful for this reason - I'm just saying it was a relevant consideration in designing a ship's loadout.
More generally, there's the part about having your guns go silent one by one in an engagement. CR fulfils largely the same function gameplay-wise, but it's not nearly as "epic" (though perhaps more realistic in some ways) to be in a bad spot because your crew are fatigued and all your systems are overloaded instead of because YOU FIRED AND FIRED AND FIRED AND THEY JUST KEPT COMING! (so to speak). It also fails to correlate the weapon no longer working with how much the weapon was actually used (this was one of my complaints about the CR mechanic in general, if you'll recall).
On balance, I still think it's worth at try.
Consider releasing it sooner so we can get our feedback out there?Tactical Laser, Graviton Beam, and Phase Beam are no longer interrupted by missiles
What does this mean? That these beams cannot hit missiles? If so, does this mean IPDAI hullmod is worthless for tactical laser?
It means they damage missiles, but pass through them and can hit other things.
Hmm, so I can wave my offensive beam weapons over an incoming Annihilator/Swarmer/Harpoon to clear it? That's pretty neat. Can the AI do it too?