Dagmark wrote:- The Baton (or maybe it was Bo?) Beam didn't work at all. I could select its target like any other beam but it wouldn't visibly fire or do any damage at all to the enemy ships.
And also some balance suggestions:
Anyone else noticed that? Cause I can't reproduce it. Might be EL related, I'll look into it some more
Dagmark wrote: Auto Lasers suck. Like a lot. I understand that they're supposed to be like the anti-ship drones but they recharge too slowly to be more effective at support fire then, let's say, a Dual Laser II. Proof that they're bad? The Red-Tail. Firing two lasers every 5 seconds is great until you start meeting ships with two shield layers. I'd suggest reducing their recharges, maybe to 4 and 2.5, or perhaps making them adaptive so they slightly reduce in cooldown over time; like a less potent version of the Vulcan.
They aren't designed to be super good. As opposed to combat drone they can be aimed and don't require drone parts. With skilled weapon crew they reach about the same suppression as drones, but yeah, that's still not as great as a volley. They are rarely worth a weapons slot, but there are builds that can make them work as effective alpha-strike weapons. Again, I'm Ok with them not being that good overall. Also I don't really see that the red tail needs a buff, since it is the ship with the most powerful economy buff in CE and already had a good layout.
Dagmark wrote:- This sort of left over from the base game, but the burst laser tier of weapons are disproportionately rare. I suggest making the Burst Laser Mark II and III more common while increasing the cooldown on the Burst Laser Mark II.
- Heavy Ion Mark I still sucks and is essentially a slower Ion blast. Reducing its cooldown to 12 seconds could make it chain with itself if you have a max level gunner.
The mod doesn't really concern itself with rebalancing vanilla gear, rather it builds its own gear and systems around what was there before. There are several vanilla rebalance mods out there though. You might wane use them alongside CE.
Captain Trek wrote:If you remove the ten attempts it took me to get a win with the Rock A, my win rate increases fro 46.5% to 52.4% with 33 wins for 66 attempts. There were also a few runs in there that were accidentally started and then immediately aborted because of my shitty trackpad, but whatev...
Ha I'll make sure to quote you the next time someone claims the mod is unbeatable.

On that note I'd like to commemorate
Dazeros stubborn efforts to beat the mod on hard while being completely new to it.