I'll paste here the old quotes about the ships.
Kestrel
Type A
Very generic ship since it is the starting one, the normal artillery it had fits well in it, but with my experience with type B I decided to buff it just a notch.
Increased breach and fire chance.
As a side change this might buff the flagship, but I think that is ok.
Type B
This ship starts with 3 light laser weapons, having a heavy laser as artillery didn't fit that well, the theme is overwhelm the enemy with projectiles.
30 sec cooldown, fires 6 laser projectiles that do 1 damage, no fire or breach chance.
The total damage is the same as the type A, but I decided to remove the fire/breach to reduce the cooldown, but maybe 30 is too low.
Type C
It has a flak and a baton beam, the flak is mostly used to break the shields to use baton so I decided that an anti personnel artillery was the way here.
30 sec cooldown, fires 5 laser projectiles that ignore shields and do 60 crew damage and 2 system damage, no hull/fire/breach damage, also has small chance of stun.
The mantis anti personnel artillery is only 20 secs, but doesn't do system damage, so I maybe it's in a good balance spot, after testing I might reduce the system damage.
Engi
Type A
While the normal artillery fitted the style it was way too unreliable and overall bad imo, so I decided to change it to something that would fit the theme of taking out the shields with ion and using drones to finish the ship off.
40 sec cd, fires 4 ion projectiles that do 3 ion damage.
It's stronger then the old design because it will surely hit shields, but maybe 4 projectiles is too much.
Type B
This one could also stay with the old artillery, but unreliable was the word. Since the original idea wouldn't work due to game limitations I decided to keep the original but buff it.
Changed the amount of projectiles from 6 to 20 to reliably ionize the enemy ship.
Type C
This ship uses drones to take out ships, but doesn't use ion to take out shields, it uses lasers, I couldn't just do a simple laser artillery because that is already on the kestrel, then it came to me.
30 sec cd, fires 3 projectiles that do 2 ion damage and 2 system damage, no hull/fire/breach, small chance of stun.
The idea was that they are making a prototype laser weapon that can do ion damage, but due to the changes it is too weak to do hull damage.
Maybe 3 projectiles is too little to break enemy shields, then I could reduce the cd or add another projectile.
Federation
Type A
The vanilla artillery, at first I didn't want to change it, but then I wanted to put my finger in it, just to make it a little different.
Changed to 30 sec, reduced the length, increased damage to 2, remove fire chance.
For comparison the length is smaller then long beams with extended mod, but still longer than just the normal long beam, also the actual damage decreased when I tested and that is why the 30 sec cd.
Type B
When I saw the two hull smashers I knew that this artillery would have to breach.
40 sec cd, beam with almost twice the length of the vanilla vindicator, extremely high chance of breach and 1 system damage, but deals no hull/fire.
This one feels so good, I didn't expect it when I designed it, but it was the one I liked the most while testing.
I'm considering on removing the system damage, if then it feels too weak I can reduce the cooldown.
Type C
Flak artillery has always been a mystery to me, was it just so devs could show they could do it?
40 sec cd, beam with the length of vanilla vindicator, deals 105 crew damage.
I still didn't test it, but since you can't aim it might never actually kill the enemy crew so I might make it 30 cd.
Zoltan
Type A
I had quite a hard time thinking of this one, having a good beam and a good missile makes it hard to get a theme going so I decided to just buff the one it had.
Differently from the federation one, this beam doesn't have shield pierce, instead it just is so strong that it can pass them
By the end of the run all enemies have 4 shield bubbles so it has potential to do instant 5 damage if you manage to break the shield, but on a 40 sec cd it was too weak imo.
My idea is making a beam that gets stronger with each fire and has a high chance of breach.
So 20 sec cd beam with 3 damage that gets 1 damage every time it fires with high breach chance.
Type B
This ship has an ion and a beam with crew and fire damage, by this point I really want to be able to increase other stats with each shot, unfortunately I can't so I'll do something else here.
I think I'll make it like type A but instead of breach it has crew damage and fire chance.
Type C
For this one I could just run another one like A, but I want to make them unique, having two ion stunner and a hull beam drone gave me some ideas.
In the end I decided on 20 sec cd beam that ignores shields, deals increasing ion damage, if I can do it at least.
Lanius
Type A
At first I didn't knew what to do here, a chain laser and ion doesn't show much of what the theme for the ship is, after thinking a little it was a little too obvious.
Ion gun that gets reduced cooldown every time it fires, if reducing cooldown works.
Type B
This is the only ship where I think it's ok to have the vanilla flak artillery, but still I wanted to buff it a notch because it always felt underwhelming when I used on fed C.
Vanilla flak artillery that reduces cooldown with each shot, if reducing cooldown works.
Stealth
At first I liked the original missile that scrambles the enemy defense, then when I looked at the code I discovered that it was just a laser shot disguised as a missile. It is genious, but I felt cheated.
I still don't know what to do with the stealth ships. I have some ideas but didn't go much deep into them, I'm still getting over the laser missile thing. I will leave these for last.
Type A
Keep the same "scramble missile" but make it do more damage on systemless because it feels underwhelming the way it is.
Type B
Fires 4 "scramble missiles" to be in line with the ifrit idea.
Type C
I have no idea, if only I could make it work like a defense drone.
I'll just leave the normal one but it increases damage with each shot.
Rock
All of the rock artillery looks good enough, but I will do some balance on A and change C to be just a little different from crystal A.
Type A
Reduced the spread so the damage becomes a little more reliable.
It may fire 8 projectiles but when only 3 or less of them hit it feels way too bad.
Type C
Instead of 3 shots on 40 sec I made it 1 shot on 20 sec.
It fits well with the fact that it has 2 13 sec lockdown crystal.
Slug
Type A
Having a anti personnel and a shredder anti bio just screams for a artillery that deals crew damage.
Once I looked at how the original artillery worked I was perplexed, it fires 40 projectiles with a 20 sec stun, it doesn't even have a special stun chance, if one doesn't stun then there is another 39 projectiles that can so it effectively stunned the whole ship most of the time.
It was so weird that I just added a 15 crew damage on it just to see how it would be then, that means that each of the 40 projectiles does 15 crew damage, since they are spread on the whole ship it might just do 15 damage to a single enemy crew or kill the entire crew in a single blast, but most of the time it takes around half of their life.
Probably I will reduce the amount of stunned time to compensate for the extra crew damage, but will leave it at 20 for now.
Type B
I had a lot of trouble with this one because the whole idea of the ship is sending your units over and healing them using bombs, I had some ideas on how to go on this one.
I could go with the theme and make it drop mines that heal the crew, the thing is that they are random so it would be quite ineffective, so I don't think I would ever use this.
The most useful one is having it be a minelauncher that does hull damage only, certainly is easy to make, but way less unique.
I could do something like type A but instead of doing damage it would heal, so the heal amount would be random and spread, but not having damage would make it worth it? Considering adding crystallize effect so that it heals and does entire ship lockdown.
Type C
This one, swag, I have no ideas for this one.
In the end I might make it have a single shot that can 1 hit almost anything, but is really slow and doesn't have shield pierce.
Mantis
Type A
I just can't not make it a bomb launcher that deals a high amount of crew and system damage. I will make sure that it has a long explosion time so that you can take your invaders out before the explosion.
Type B
This is another tricky one, the theme is invading the enemy ship, if I make it do damage to crew then your invaders would be hit too, so I'm in a though place.
After many tries I've settled on an effector type with 20cd that hits 3 areas for 2 ion.
Type C
Because of the clone bay you don't really care for the crew you send to invade.
It would probably be a bomb launcher that hits 4 areas in the enemy ship, with high breach chance, but also doing crew damage with small stun and good system damage.
Crystal
These, like the rock ones, already have unique artillery for them, once I get to test them I will balance them if I seem like it needs it.
Type B
It feels too weak, 40 secs on something that might not do damage to crew and has only a small chance of breach.
Reduced cd to 30, removed radius in hopes that all 12 projectiles hit the shit, increased crew damage 15 to 30