Balancing
Weapons:
A lot of people say that phaser is over-powered, but I don't think it is. In any given circumstance, phasers do OK, but in most circumstances, a different weapon could actually do better.
Triples are just a little over powered, considering that now it only takes 2 dead-on shots to zap someone. It should be increased to roughly 2.33, so if my math is right, the shots should do about 85% of what they do now.
Bouncers no longer have the longest range in the game-- I think they should.
Bursts and mines are great as are. I'm a little nostalgic for when bursts could clear mines, but I can see why you did it.
Seekers should be bigger, just because they are so easy to use. They are easily countered with shield, but we shouldn't *assume* that people are using shields.
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Modules:
Boost and shield are classic, and I like them the way they are.
Cloak is good.
Some people complain that enhanced sensor reveals cloak-- they point out that it's the only example in the game where one module cancels another module out. I tend to agree. What if cloaked ships entering your screen set off an exclamation mark above your ship (if you have sensors enabled), so that you knew that a cloaked ship was near by, but you didn't know where exactly? This signal would go away if the cloaked ship left your field of view.
Armor I like. Repair I never have liked. Together they are obscene-- and this is REALLY the reason I started this thread. Armor+repair, is seriously broken.
First, let's look at armor. A truly passive module, armor costs no energy and increases your maximum health. To balance this, "wearing" armor makes the acceleration of your ship all wonky, meaning that navigating is really really hard. This seems to be a fair balance. Some people still seem to think that armor is a little OP, and they say it should cost energy. Obviously, the whole point of armor is that it's passive, so I don't think it should cost energy (besides, how would that work?). Instead I suggested that maybe armor should *reduce your maximum energy*. Said critics seemed to really like this idea. However, I think that armor is fine, as long as it is not combined with repair-- which I think is OP regardless.
REPAIR::::
Repair, in my opinion, has been the most consistently annoying thing in this game. The main cause of this is that map makers often put too many repairable items in their maps-- but that's by no means the only problem. Consider a 2v1 or a 3v2 match-up. A team with one extra player can just dedicate them to repair their base, and that will almost surely put the nail in the coffin. But setting aside those minor grievances of mine, the worst thing about repair is that when grouped with armor, a person can heal damage almost as fast as they take it, and easily outlast whomever is attacking them-- then heal up to full their abnormally high maximum health again. It seems like repair must repair by percentage and not a flat rate.
It is well accepted that repair+armor is OP. The question is how to fix it. First, no matter what other fixes are made, repair should heal a flat rate, not a percentage (if that's even a thing). Second, we could either have armor decrease your maximum energy, and possibly make repair cost more energy per second; we could make it so repair does not heal the ship that is using it; or possibly we could come up with another solution.