Re: FTL Captain's Edition 1.105 / CE Infinite 1.005
Posted: Mon Mar 17, 2014 11:41 pm
Just some thoughts about the ship balancing changes made in this mod- I haven't used all of them yet:
Nisos seems now superior to the Osprey, with a nice balance between rapid strike potential for early sectors (the machine gun missile launcher is a beautiful beast when you need to knock out a system right now) and potential firepower late game. Giving the Osprey a 4 shot laser seems like a buff, but there's a lot more potential for those "Stealth B moments" waiting to charge up early on, especially if you run into missiles and ships that start running away. Possibly, this was a change made for thematic reasons, with a cumbersome but eventually powerful cruiser.
Zoltan A also seems to be dramatically buffed with the "ignore 1 shield" augment, as well as a missile swarm. It's a harsher universe out there now, so it seems reasonable.
Zoltan B, however, without the ion field or starting shields feels a much less reliable choice than it's brother ship. The zoltan shield is going to take some punishment while your ion/beam combo charges. You also even need to upgrade weapons before you can use them together, so potential rocky start without too much to look forward to.
The Red-Tail seems still a solid ship with 1 less shot, but a quicker firing rate, but only 3 shots total probably means it's been nerfed overall as you are more dependent on additional firepower earlier.
The Kestrel has been nerfed significantly with both its missile and laser inferior to vanilla. Of course it used to be a very strong choice, but now it feels a little light on damage. Being able to make fuel is a nice bonus I guess, but I don't think it compensates for losing a power bar and a laser shot.
Stealth B: I very much like the obviously in-order buff. While still being very vulnerable,you now have enough firepower to end the universe, making it a rewarding, if still nerve-biting early game ship.
Slug A: Massively buffed, with twin 2 shield-piercing, crew-murdering lasers and still as much normal laser power as the Kestrel to boot.
Rock B: Significantly buffed with the amazingly satisfying and devastating artillery laser (the events where you are sipping tea or coffee on the bridge as you nuke planets are amazing), but still with the same problems to solve as vanilla. (No doors, no reliable way to take down shields/no teleporter to combo with the fire bomb etc.)
Nisos seems now superior to the Osprey, with a nice balance between rapid strike potential for early sectors (the machine gun missile launcher is a beautiful beast when you need to knock out a system right now) and potential firepower late game. Giving the Osprey a 4 shot laser seems like a buff, but there's a lot more potential for those "Stealth B moments" waiting to charge up early on, especially if you run into missiles and ships that start running away. Possibly, this was a change made for thematic reasons, with a cumbersome but eventually powerful cruiser.
Zoltan A also seems to be dramatically buffed with the "ignore 1 shield" augment, as well as a missile swarm. It's a harsher universe out there now, so it seems reasonable.
Zoltan B, however, without the ion field or starting shields feels a much less reliable choice than it's brother ship. The zoltan shield is going to take some punishment while your ion/beam combo charges. You also even need to upgrade weapons before you can use them together, so potential rocky start without too much to look forward to.
The Red-Tail seems still a solid ship with 1 less shot, but a quicker firing rate, but only 3 shots total probably means it's been nerfed overall as you are more dependent on additional firepower earlier.
The Kestrel has been nerfed significantly with both its missile and laser inferior to vanilla. Of course it used to be a very strong choice, but now it feels a little light on damage. Being able to make fuel is a nice bonus I guess, but I don't think it compensates for losing a power bar and a laser shot.
Stealth B: I very much like the obviously in-order buff. While still being very vulnerable,you now have enough firepower to end the universe, making it a rewarding, if still nerve-biting early game ship.
Slug A: Massively buffed, with twin 2 shield-piercing, crew-murdering lasers and still as much normal laser power as the Kestrel to boot.
Rock B: Significantly buffed with the amazingly satisfying and devastating artillery laser (the events where you are sipping tea or coffee on the bridge as you nuke planets are amazing), but still with the same problems to solve as vanilla. (No doors, no reliable way to take down shields/no teleporter to combo with the fire bomb etc.)