Let me start out by saying I love this ship, I love the design aesthetically, I can't wait for more paintjobs, I think the module layout of it is also fantastic for a multi role ship, it has everything going for it and it's a medium Gutamaya ship. While I love balance in ships, there's some striking details that make the corsair a bit annoying to use at least in combat. I've tested it in mining, trading, exploration, and combat and it does all of these well except imo combat. I don't think it should lose every weakness it has but I would like to point out the main drawbacks and hope to see changes made to balance it a little better. So below are what I've noticed about the Corsair.
1. The very slow pitch. This isn't a dealbreaker for me, but it is indeed VERY slow to turn in most cases. I can kinda get over this due to the deceleration stopping on a dime and it being an absolute joy to fly and land because of that. So maybe that's a way to balance it out and also keep other ships like it in the ring without outright disqualifying the clipper. Still worth mentioning, but not a huge deal breaker except for pvp enthusiasts maybe.
2. Size 7 thrusters capped at 600 speed. This is another one I thought was unusual but I'm also willing to give this somewhat of the benefit of the doubt. I don't know if it's intentional or not, but it seems odd this ship was advertised as a medium with such a large thruster size only for it to be capped at 600 with engineering and no matter how much mass you drop off of it. However while I could consider this a limitation in design preventing me from choosing the weight class of it, my next thought was "okay so yes I'm capped in speed but now I can add as much mass as I want in modules or cargo and still be hitting that speed thanks to the thrusters". Which makes sense given its role and potential as a pirate ship too. So ya know what, I can let this slide too maybe if it is intentional and not a bug or oversight... alright sure that's pretty neat given it's a multi-role.
3. It takes 2 boosts to reach top speed and even then only briefly. This paired with the above notes is where it starts to go a little more downhill for me. It'll make more sense with the last point after this but the duration of the boost is VERY short and you need to expend twice as much engine power just to reach top speed. This feels really icky again with the consideration of it having size 7 thrusters, I really would love to see either the acelleration go much higher in one boost or extend the duration of the boost so it can reach that top speed better. With the speed being capped, it only puts salt in the wound that I'm going to get around to 475-500ishish in speed but need to boost again just to hit my max speed. It feels like the equivalent of keeping your car in park and flooring it to me. You have all this excess energy spent just to make up where it shouldn't be lacking.
4. This is the worst offender of the above and one I definitely think should be looked at again. This thing... runs SO dang hot. The boost alone sends it about 11 degrees upwards every use, thermal weapons raise the heat like crazy, even missiles seem to generate a ton more heat than usual. It seems like the worst ship in the game when it comes to its heat capacity so far. When you couple this with the above taking 2 boosts just to reach top speed and the cap at 600.... I'm burning up just trying to reach a suboptimal level when the ship should absolutely be capable of more. It feels so unusual going into combat and heating up so easily.
Now, do I think ALL of these should be adjusted? No, I think it should retain an identity as a multi-role ship and not immediately outclass everything else or be a master in any particular area. That's the ship's identity as a whole and I don't want to compromise that so other ships stay competitive and in line with it while also letting it be that "master of none" mix n matcher ship. Personally, I want the heat to be addressed because it's just gross, it really just doesn't feel good. After that, maybe just picking 1 option of the above issues to address and it'd be a fine balance? Like, keep the 600 cap, you're able to stack mass as much as you want and go fast still.... but maybe adjust the pitch a bit so it's not so slow to turn? Or make it accelerate to top speed in one boost through boost duration or some such? Or keep the double boosts to top speed but uncap the top speed better? I can't say as again I don't want the ship to be OP, but I really think bare minimum the heat needs to be touched upon.
Thoughts?
1. The very slow pitch. This isn't a dealbreaker for me, but it is indeed VERY slow to turn in most cases. I can kinda get over this due to the deceleration stopping on a dime and it being an absolute joy to fly and land because of that. So maybe that's a way to balance it out and also keep other ships like it in the ring without outright disqualifying the clipper. Still worth mentioning, but not a huge deal breaker except for pvp enthusiasts maybe.
2. Size 7 thrusters capped at 600 speed. This is another one I thought was unusual but I'm also willing to give this somewhat of the benefit of the doubt. I don't know if it's intentional or not, but it seems odd this ship was advertised as a medium with such a large thruster size only for it to be capped at 600 with engineering and no matter how much mass you drop off of it. However while I could consider this a limitation in design preventing me from choosing the weight class of it, my next thought was "okay so yes I'm capped in speed but now I can add as much mass as I want in modules or cargo and still be hitting that speed thanks to the thrusters". Which makes sense given its role and potential as a pirate ship too. So ya know what, I can let this slide too maybe if it is intentional and not a bug or oversight... alright sure that's pretty neat given it's a multi-role.
3. It takes 2 boosts to reach top speed and even then only briefly. This paired with the above notes is where it starts to go a little more downhill for me. It'll make more sense with the last point after this but the duration of the boost is VERY short and you need to expend twice as much engine power just to reach top speed. This feels really icky again with the consideration of it having size 7 thrusters, I really would love to see either the acelleration go much higher in one boost or extend the duration of the boost so it can reach that top speed better. With the speed being capped, it only puts salt in the wound that I'm going to get around to 475-500ishish in speed but need to boost again just to hit my max speed. It feels like the equivalent of keeping your car in park and flooring it to me. You have all this excess energy spent just to make up where it shouldn't be lacking.
4. This is the worst offender of the above and one I definitely think should be looked at again. This thing... runs SO dang hot. The boost alone sends it about 11 degrees upwards every use, thermal weapons raise the heat like crazy, even missiles seem to generate a ton more heat than usual. It seems like the worst ship in the game when it comes to its heat capacity so far. When you couple this with the above taking 2 boosts just to reach top speed and the cap at 600.... I'm burning up just trying to reach a suboptimal level when the ship should absolutely be capable of more. It feels so unusual going into combat and heating up so easily.
Now, do I think ALL of these should be adjusted? No, I think it should retain an identity as a multi-role ship and not immediately outclass everything else or be a master in any particular area. That's the ship's identity as a whole and I don't want to compromise that so other ships stay competitive and in line with it while also letting it be that "master of none" mix n matcher ship. Personally, I want the heat to be addressed because it's just gross, it really just doesn't feel good. After that, maybe just picking 1 option of the above issues to address and it'd be a fine balance? Like, keep the 600 cap, you're able to stack mass as much as you want and go fast still.... but maybe adjust the pitch a bit so it's not so slow to turn? Or make it accelerate to top speed in one boost through boost duration or some such? Or keep the double boosts to top speed but uncap the top speed better? I can't say as again I don't want the ship to be OP, but I really think bare minimum the heat needs to be touched upon.
Thoughts?