Automated ships are an issue as well but well they were like that for the Mantis B and Crystal B, so why complain too much about that when Vanilla can screw you over?

https://youtu.be/4dU72Uyfauw
mr_easy_money wrote:I did a run of this ship and everything was going really well until the flagship decided to start fires in everywhere that mattered![]()
It does feel like the anti-bio lasers are a bit on the OP side, maybe tone them down a bit, as once shields are down it's really easy and quick to kill all the crew. compare this with the anti-bio beam which does a max of 60 damage per crew member per swipe (not counting crew members that like to change their mind and run towards the beam for whatever reason). here you can kill most of the crewmembers in that time.
mr_easy_money wrote: some other things I noticed about the weapon:
you can find them in stores which means their rarity isn't 0. not sure if intentional
mr_easy_money wrote:they have no "tip" when you hover over them in the inventory screen. for example, "tip_laser" (damaging laser weapons) have this:
"Tip: Each laser shot will be blocked by a single shield bubble, regardless of the laser's damage."
maybe you want to make something so that there is a UI box instead of nothing? it doesn't have to be a tip, it could be lore.
stylesrj wrote:I just realised that the ship has only one weapon to take out automated ships and chances are it'll only take out one of them and then you'll be out of missiles and have to run from those fights...
And the game will only spawn automated ship encounters from then on in, thus making the primary weapons worthless.
stylesrj wrote:Well, I did a video run of the ship. Awesome work but maybe the lasers need some sort of Shield Piercing ability at the start, because you can't rely on the Artemis and chances are you'll only find single-shot weapons in the run.
Automated ships are an issue as well but well they were like that for the Mantis B and Crystal B, so why complain too much about that when Vanilla can screw you over?
SentryJumper wrote:I was a little worried about the balance, but having tested the 60 damage lasers I think any adjustments will be on things other than crew damage; for some reason they seemed dramatically less effective, possibly because the missile and one 75dmg laser can kill a human by themselves and a 60dmg one can't.
Gencool wrote:Maybe drop it to 25 pers per shot, but with 3 shots?
Gencool wrote:75 personnel damage seems really high, especially considering it'l instantly hit all enemies in the same room - the Biobeam does 60 damage to a single target, assuming it can hit.
Maybe drop it to 25 pers per shot, but with 3 shots? That way it's got a chance to kill a weak crew member in one volley, and is very good vs systems.
Gencool wrote:Ok, here's a thought; replace one laser with a High-Intensity BioBeam; the beam does 75 pers-damage with a 10 sec cooldown, but only has a length of, say, 2-4 pixels.
Then the second laser gets replaced with a Concussion Laser - this does 1 standard, 6 seconds stun, but only 15 pers damage. Ideally it can also charge for two shots (use Laser Charger as a base, or maybe pick up a three-charger from CE/SMPK).
So now the weapons act as a one-two punch; send the laser(s) in to stun the crew/wipe the shields, then use the high-precision beam to kill them.
Feels way more assassin-y this way, and it's a fairly unique playstyle, as well as retaining some ship damage capability.