Best Of
Re: Medium incursions in a corvette
Easy and hard may seem relative in these early days of Starmourn, but I for one think you shouldn’t be able to handle medium incursions until you’ve obtained a Destroyer, and should need a Supehauler or higher class ship to handle hard incursions.
This may seem like a lot considering only ten people in the game can even pilot a Destroyer just yet, but bearing in mind that the game hasn’t even been out for a month, I think this is a good thing.

Re: Lets talk about Nanoseers abilities. Nanoseer General
Interdict is a channel. You can't do anything with it up or it goes down.
Anyway, I've been playing around with nanoseer and here are my preliminary thoughts:
1. Timeline costs half your insanity and has to be used twice to have any impact at all. This means you can't really use it without going insane unless you use efficiency, but efficiency is in a different channel, which makes it extremely costly balance-wise to use and very awkward.
Channel Architect - 2.63 seconds (2.1 with affinity)
Efficiency - 3 seconds (2.4 with affinity)
Swap traveller/timeline store - 3 seconds (2.4 with affinity)
Timeline revert - 3 seconds (2.4 with affinity)
I think timeline should maybe only cost 30 or 40 sanity instead of 50.
2. Somewhat relatedly, it's very awkward to switch channels mid-combat in general. I think Swap CD should either be reduced or removed entirely (with the increased sanity cost as the limitation on use).
3. It'd be cool if Mindswap could swap sensory afflictions for mind ones, as well as mind ones for mind ones, so we had a way to pressure sensory and mind at the same time. As is, if we focus sensory, we can't use our passive afflict, which makes focusing mind usually much better.
4. The fact that distract cures an affliction, to me, makes it entirely worthless to use. It's really hard to stack afflictions against affliction priority and if you cure your own affliction to replace it with another, that other just ends up getting cured right away. Distract already has a penalty in the sense that you waste a balance if they don't have 3 mentals. It shouldn't also cure an aff.
5. Same as 4 with Sluggish. It cures distraction. Trying to stick sluggish is somewhat ridiculous, since you cure one mental with distract, then another with sluggish, all while trying to outpace their curing. It already wastes a balance if they don't have distract. It should just give sluggish on top of distract, not cure distract.
6. I couldn't stick 5 levels of freeze at all, even on someone just standing there. Limbdrain is also very slow, considering you need that and 5 stacks of freeze. It'd probably be fine if pointzero made limbdrain do twice as much limb damage, and freeze give two stacks of frozen. You can leave room to counter it, anyway, and the route still wouldn't be insanely fast since it's so slow currently.
It kind of also feels like limbdrain should give some affliction, though, such as muscular affs (damaged left leg, etc.). The lack of affliction and subsystem damage during substantial prep makes it a very unappealing route. Maybe even tie it into sensory damage instead. Limbdrain could do sensory damage, and freeze could deliver more frozen stacks at once if sensory is damaged a certain amount. Then it also works well with the wetwiring route, like the mind route does.
7. Nanoseers should have a way to avoid frozen ground. Maybe a form of levitation that doesn't put you on a different elevation, but is a defense that makes you ignore frozen ground.
The mind route works reasonably well at the moment, and I love Pax.