Let me start with excelent job on the mod, gameplay is smooth with no Minidumps.. very good work.. New movement system works exceptionaly well.. really changes the whole style of the game into something alot more entertaining.
Getting fairly late game, no crashes.. game play is sweet as heck.. minor issues that i have noticed are already refernced being fixed i see..
I am in love with this, you have to watch your fleets in combat controlling them for strafeing runs..
Towards that end i have run into some minor issues in terms of balance.
I found kiteing works entirly to well, if your opponents ships are targeting a spesific ship you can run around outside of thier range and they will chase you ignoring other ships pretty much, Capital ships of course will fire at others.. but i found early game kiting 1 excel or 1 Curry away that was being chased would alow my other ships to fight almost undisturbed.. managed to take out a fleet nearly 3x's larger useing this tactic.. perhaps there is a way to modifie the AI to take advantage of the new mobility and adopt a more local fire system.. EI if weapons are loaded fire at any target in range if primary target is out of range?
For those complaining about torps.. Torp damage would seem to be multiplyed by the number of torps fired.. so for a Nebula or galaxay its X3 the listed and for a sov x4.. makes for a big punch)
haveing looked at feds first.. Torp based ships have an extreamly dirty tactic.. I took out a moderatly upgraded station with round 40 or so intrepids... useing a torp volley strat.. the station had 60k hulll.. took it out with a simple run at it .. volley torps(that do about 270 damage X number of torps fired.. in this case 2per ship) I would run at it.. volley my opening shot of full torps doing around 10k damage then retreat repair and regen a bit, then repeat.. after 4-5 volleys i took out the station at a cost of about 8 ships on my last run.. Repeated this tactic for every station after that.. Also found out that the tactic worked with several other torp heavy designs... hit and run the station works the best.. Standing and fighting.. the station would destroy my entire fleet and not be below 70%.. gamebreaking there if used right.
This brings me to another minor issue, Upgraded stations, the stations at 150k or more.. become nearly impossible to remove.. took a fleet loaded with sovs and defiants + a chunk of akiras.. could hardly dent the surface of the station.. a sharp difference from being able to drop the lower version with intrepids.. Stations should cap at around 90k or so.. or have their damage reduction or hull repairs or something slowed as it was able to repair most of the damage i was able to do within a few seconds, after about 2 mins of battle with a 550 pop fleet i ended up retreating with some losses.. and the station at 140k/150k that repaired within a min
*Edited to correct some numbers after even more playtesting*