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Naturally, it has both proponents, and detractors, but most are in favor of the change.
All empires start with all weapons types now. And missles have thier own slots on stations and ships. (They've also been buffed quite a bit). Now you can customize to your hearts content, and take the weapon you need against any given situation. If you like specialization, you can choose to ignore the other weapon research options when they come avaiable, but I would reccomend against this, as certain combinations, such as guass guns and plasma cannons, can be quite deadly.
u can choose weapons in the ship builder
"look, it's better now, because we took content out of the game!"
It is better, because they replaced old content with more meaningful content. You don't have to agree, but most like the change, and the old FTL isn't coming back.
You start with all 3, you can change your ship loadout the same as you could before and only use 1 weapon type if you wanted to.
I'm curious to know where you get the data showing 'most like the change' considering that the most recent reviews are mixed. Is it just you and your fanboys who like the change or is there a poll somewhere?
Paradox bailed on the multiple FTL types because they could not write an AI that was good enough to use or them. They simplified to the choke point idea to help themselves for easier coding. Not due to some grand idea that this makes a better game. Choke points in space? Space? Preposterous.
All empires get the same weapons now because they couldn't balance a basic rock-paper-scissors dynamic, and wanted empires to be even more homogeneous.
All empires have basically the same playstyle now between dumbing down FTL, weapons, and war.
Mobility was just too high compared to galaxy and empires size
You could jump right in the middle of the enemy empire, from pretty much anywhere
It promoted doomstacking as no matter where your doomstack was, it could reach any part of the galaxy fast
No point to split fleets
It rendered any sort of defense pointless and useless
A guy with hyperlane compared to a guy with warp / wormhole was either a useless ally or a useless enemy, their lack of mobility was crippling (especially hyperlane AI was utterly screwed...)
It rendered strong neutrals very unfair, some could just ignore them and jump over while hyperlane guys had to fight them or endure being locked for the whole early game
Probably more...
So, best solution all around was to give everyone hyperlanes
They could also probably have chosen to nerf warp / wormhole range super hard, like 1/4 of what it was...
With a little bit of rebalancing, that would work.