The weapons and armor/shields have (of course) changed somewhat in SEV, but that brings up balance issues. this being a demo, my observations may already be out of date for the final release.
I've noticed the incinerator beam(medium range weapon) has a max range of 12, but the wave-motion gun (long range weapon) only has a range of 8 (or 9, I forget at the moment), doesn't seem right to me..
Organic Armor..was this completely nerfed on purpose? It take 6 times the space of normal armor, and provides less protection (440 vs 520 (or so)), and the regeneration on it looks pretty lame (depending on how, exactly, it works) regen is somewhere around 152Kt per minute...combat only lasts for 1 minute (30 rounds of 2 seconds each, if I read the setting.txt right). Anyway, regardless of the regen, this armor is seriously under-powered for it's size.
The Alliegence Subverter at max level(and unmounted) has a 15% chance (or less) to affect an enemy ship, this seems quite under-powered to me, especially as it's really only useful for a limited time (until the AIs start using computers).
The Cloaking Device, looks pretty much obsolete now, stealth armor cloaks to the same level(and consumes no supplies) and is more economical and practical to research.
I'm not sure what to make of the shields, in SEIV phased ended up the strongest, in SEV normal shields are stronger. Makes it rather difficult to defend your ships from PPB's. Also a question here..does mixing shield types still result in un-phased shields, or does the phased-shielding only kick in when a PPB is used? (or they are the last remaining shields on a ship).
A bit of a gripe that I suppose could fixed easily in a mod: Shouldn't Organic and Crystal hulls have some special abilities, aside from having their min/org/rad costs slightly altered?
Can't think of anything else at the moment.
