Keith: Surges need more power and need to ramp with difficulty. I'm inhaling the ST at max Core + surge with the fleet. It might be I'm overreacting but as they are now it's still pretty easy to handle (what appears to be) the cap of 250 Mk Vs or so.
Yea, as you discovered later they do get teeth (and they are more powerful on higher difficulty), but they aren't enough. If someone's getting 400 AIP reduction off the ST that's basically gg for the AI if the scenario is at all winnable for the human. If the human had to fight a totally apocalyptic battle for a few hours to get that 400 reduction, well, I can accept that; but just moving the whipping boy there and waiting a while... yea, it needs to shake them up more than that.
In my diff 7 tests with the new 5.028 mechanics, I did a couple of k-raids and then went for the ST. At about 60 ST reduction things started to get hairy. By 120 it was getting pretty apocalyptic (max spawns every second). If I'd survived the AIP reduction was enormous (each tick still does the full reduction, even if the recharge was shortened) but I don't know how a player could normally survive that. Had I done no k-raiding at all, I could have squeezed another 100 reduction or so out of it before reaching those points, I think. The balance probably needs work, but it's getting into the ballpark.
Nope, currently works off overall reduction. At 200 Reduction it started midway into the Tech III build. In the new hacking mechanic that will be true.
I hadn't actually changed it in 5.028 to not go off total reduction for base strength, but thinking about it I do think it would be better to have it go off total hacking antagonism instead of total reduction for base strength. We'll see. This way the "order of operations" will be less important, which is probably a good thing.
FYI, some of the new stuff still needs more work and testing, so it's probably going to be next Monday (the 6th) before 5.028 makes it out; I've got to focus on AVWW during the week.