Thank you for the comprehensive testing.
Venator Dha wrote:The bigger problem is that they don't meet singles or pairs very often to learn the basics of combat.
There's probably room to add a few more pirate packs of that size to the mid-safety systems (Confederacy/Communist).
Venator Dha wrote:Take home : A return to the old stats for the military laser is required.
Interesting. I find the new one slightly harder to snipe with than the old one, since you have to hold it on target longer to do the same damage.
I don't think switching the stats back is the answer - really, if you have a weapon twice the range of the opposition, and a reasonably fast ship, you can sit back and snipe them to death with impunity regardless of the exact stats. Faster torus deceleration makes it easier, but visual ranges are good enough in 1.80 that you can always manually drop torus a little early to get the same advantage. Indeed, a major complaint about 1.80 balance is that it makes long-range sniping by far the safest approach, so this probably hasn't changed much.
I can think of two possible solutions to this - there may be others:
1) Significantly reduce the military laser range, to around 17.5km. You can still snipe with a range advantage, but maintaining that distance where you're safe and they're not is tricky especially against large groups. I think this will be very controversial.
2) Give more NPCs fuel injectors, especially in the larger pirate packs, and adjust their tactics so that they'll use them to close to good weapons range even if you're travelling slowly. If you try sniping at the pack, two or three will use injectors to quickly reach dogfighting range: if you ignore them and keep sniping, you're travelling in a predictable course and get killed; if you switch to dogfighting them, the rest of the pack has time to catch you. You can probably still snipe one or two off, but then you've got to fight or run.