Alvarin wrote:I am having doubts about the weaponry - it appears that this ship is unable to deal with automated enemies
Yeah, the Sunstrike is not too dissimilar from the Basilisk in that regard, so the best advice I can give you for an encounter with an automated ship is: "Run as fast as you can!"
Alvarin wrote:You will have to rely on attacking drones only, having to rely exclusively on two expencive and scarce consumables (missiles and drones)...
As wierd as this sounds, this was actually intended.
With the single weapon slot and the OP weapon you lose out on two game-play elements:
1) "Moar loot!", or in FTL terms: more and better coordinated weaponry
2) "XP and levelling", in this case: earning scrap and spending it to upgrade your reactor and weapon control.
So there is a definate downside to this setup, but in my opinion the advantage is that it enables a different kind of game, with a greater emphasis on resource conservation ("Do I need to fire a second shot, or will the drone be enough?") and tactical planning (less "how do I get to as many beacons as possible in this sector" and more "Can I afford that extra beacon, or do I need to go to the store immedeately? ").
Anyway, it's another challenge and while I like it, it probably is not everyone's cup of tea.
slye20 wrote:I think maybe adding two more weapon slots (which could go on the outer bits of the two main bits, or whatever as a suggestion) would be a welcome improvement.
Maybe make an alternate version that only allows for the single weapon slot though?
Thanks for the suggestion, I just made a version with 2 additional weapon slots (on the tip of both nacelles) and a new weapon in both of them: the Burner Beam (a 2 power mini beam with a slightly lower cooldown and a 100% fire chance).
The new version can be found
here.This version feels overpowered to me, mostly because I don't think the Solar Barrage Array is anywhere near balanced for a a ship with multiple weapons, but feel free to tweak it as you see fit