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also as a note if you'd like me to try or test anything I'm all ears, as of now I'm just playing the mod normally and saying something whenever I notice something odd.
the invader cruiser is my most used ship so maybe I'll have to diversify more so it's not the only hull that gets 'playtested' lol
An Ishtar, one of two classes explicitly stated as being something the Invader is meant to combat, increases its cost over its stock configuration by 20 points with 5 Mobility drives (with the default large engine being as expensive as 3 of them) to manage a 61 second U-turn and 23 second roll-over. speed 17.89/26.84
For comparison, an OSP Marauder with 2 Yard drives for +20 points manages a 135 second U-turn and 22 second roll-over. speed 19.69/29.53
This doesn't take into account the challenges of actually powering an Invader with that many expensive Agility drives, or how to optimize its actual combat ability with only 350 points to spare
The Navy's equivalent, the TPS-M-450 Agility, has a compounding 75pt cost while buffing both speed and agility, with the compounding cost making it completely non-viable to maximize agility. The Invader is unable to be as or more agile than the large Clan ships it's explicitly meant to match.
as a small clarification, HEKP does do a small amount of damage to shields, but not anywhere close enough to be an actual threat. which does seem fair to me considering how hard it is for this faction's PD to shoot down hybrids as of now
I would suggest something to help against hybrids, either aircraft that are cheap enough to not get much in the way of their close range pew pew playstyle (I feel the ships fall off without using buff modules so it's a concern to me if defenses become too expensive to maintain a healthy offense), or more expensive PD solutions (like new ammo or new weapons) that can replace their stock PD banks with something that can destroy hybrids and fast/high volume threats in general.