I think its fine.stylesrj wrote:Hey if we're going to be ripping on certain ships here, what's the story with the Stealth B?
I don't know, I find that kind of takes the challenge out of it altogether, all you really have to do with that build is suppressing enemy offense and healing and then its smooth sailing. I also like that the ship has lots of aug space for pirating right now.ledtim wrote:Personally, out of the suggestions on kestral C I made in my big post, I like the idea of giving Kestrel C the oxygen system reducing augment the most. It wouldn't change the way the ship plays too much, but it would put a cap on the amount of the time a battle takes, and enemy ships with medbays would take less than a year to kill.
Yeah, its really just part of main CE cause that makes mod maintenance a whole lot easier.Estel wrote:As for the CE ships layout thing, I have no idea, as I always play with vanilla loadouts (as it was recommended way to play, anyway). I *do* think that vanilla loadouts should be - then - default state after installing mod, and separate sub-mod required to turn ON CE's loadouts - exactly opposite to what we have now. Otherwise, 90% f players treat it as core element of the mod and complain about balance.
From what I understand the games gives enemies systems first, assigns them levels, then populates the weapon system with guns that fit the level. One power weapons are more likely to be used as "filler" if the game did choose weapons that leave one weapon power unassigned. Just a feeling though, but I'm pretty sure that might be part of the reason why enemy Artemis uses two power instead of one: To make sure it doesn't appear even more often and also make it less likely to appear in early sectors. But I'm mostly speculating. However weapon rarity does not seem to affect likeliness of a weapon to be in enemy hands altogether. I'm also fairly sure that weapon of the same rarity are actually "competing" with another. I think the game first rolls a rarity level and then rolls any weapon from that rarity to populate stores for example. So giving light lasers a rarity of 5 would actually make things like the Glaive beam less likely to appear. Again, this is mostly speculating, but from what I've seen from playing around with EL it seems to work like that.ledtim wrote:I don't understand, is Hadur a particularly common weapon in enemy ship loadouts? Genuinely asking, I'm not familiar with how ships are generated in the game.
I mean, I would rather face an enemy with a hadur mine then a hull missile or a titan missile (both 2 power missile weapons strictly superior to hadur mine), but I don't want hull missile or titan missile to be nerfed to be as bad as hadur mine, so I don't understand why hadur mine has to stay bad as it is because the enemy uses it.
Your suggestion for the light laser family are under considerations. I'd love to hear some more opinions on the matter though, please all feel free to share your thoughts.