This is a bit of a spinoff from the *OMG, TITAN'S OP EARLY GAME, NERF NERF* post, but it also mentioned how the experimental weapons are becoming a problem. So I decided to make this post to continue the experimental weapon discussion.
I myself, while playing against the AI, spam the experimental weapons wherever I can. I'm honestly not sure what to say about it as much since I don't find it as much of a strategic, and certainly not a tactical advantage (not including taking out artifact words).
So it destroys the colony on an enemy world, big deal, I still have had to fight through hundreds of structures and mines before I can viably secure the planet and move on. (still hate mine removal system btw)
However, I do understand peoples concerns in how we can build however many we want, so I have some thoughts on how to improve the situation.
Suggestions for experimental orbital platforms
-limit to building 1 or 2
-possibly increase rate of fire by 1/2 or 1/3 to offset limiting production
Since there is no practical way to counter these weapons, limiting the number should essentially solve the problem.
Not sure if the firepower of them should be altered or not. I do know that the nova cannon has more then enough power to take out an asteroid 2500 health with shield in a single shot, I believe 2 or 3 of those shots will do the same to a normal 6000 world with shield.
As Teun-A-Roonius mentioned,and finding out in game play,an asteroid will survive a sing nova cannon hit with 2500 health and shield upgrades. My previous comment on it was mistaken.