1) Area Mines may be too OP ATM. If you place them carefully around a wormhole, 15-20 can insta-gib any size wave of mkI ships.
2) Ships paralyzed by emp mines are not targeted by turrets until they leave paralysis. Turrets(except tractor beams) should at least target paralyzed ships if there are no other targets available.
3) The impulse ships(the ones that do damage based on the energy used by that ship) have no strong counter. They do not do much damage to most ships, but no ship can kill them quickly. Since they ignore tractor beam turrets, and sniper turrets, they proceed to kill off all harvesters on the planet until your forces can eventually whittle them down.
4)The build cost of decloakers(5000/15000) may be a little high for their limited utility.
1) I've been thinking the same thing. For now I'm going to reduce their health/damage to 1/8 the prior value, and we'll see if that needs to come back up some.
2) I'll check on that, that's odd.
3) I'll check on that, also -- I just haven't put much time into balancing that particular ship yet.
4) Yeah, and LanceFighter's comments also are valid. I think perhaps making it so that the player can have more of these, and the K cost is down to 1000 or so, and the C cost is down by half or so.
LanceFigher, to your other comment about the tachyon beam emitters, it's because they are different marks. You've got mark I, which is non-cloaked and has a worse range (and costs less K), then you have mark II, which is cloaked and has better range, but also costs more K (and requires that mark I be unlocked first). Interestingly, I see that the mkI was not properly set to be a prereq for the mkII, though -- that will be fixed in the next prerelease, thanks for catching that!