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They need to be reviewed i like the idea of Armor maybe stopping them from damaging modules or just only allowing them to pierce on ship where you can repair.
I think lasers should be buffed to ignore half or all deflect to help them out.
But that doesn't solve or address the shield pene problem, it's just something lasers need regardless.
Example:
(current)
Currently all ships have evasion < 5
(after)
Nuke runner: 70% evasion
Bio ship: 50% evasion
That awesome ship #5: 20% evasion
Blue star: 10% evasion
ECM modules would add 5-10+ rather than 10-20+, being virtually useless on big ships and very powerful on small ones.
This would on the flip side make your own explosives much more useful against giant bosses.
Regarding everything that feels OP, please be advised that the overall difficulty in Shortest Trip will be harder during Early Access than in the Final Release.
All weapons will undergo many cycles of balancing which may still change everything.
There are also unannounced features which will give a new twist on things (no use for asking about any unannounced stuff - such questions cannot be answered).
For now, try destroying enemy projectile weapons with your own weapons first, acquire more integrity modules (which way also increase deflection) and most of all, make sure you have people and drones ready to repair anything that gets hit.
Using lasers can be very effective if they're used effectively (for example 3 lasers and a sniper to take out enemy shields, or 4 lasers).
You can always attempt escaping if the enemy seems too strong. Regarding escpaing, we see many beginners losing from greed, saying to themselves "I can't escape now, I need this loot" (while they actually don't need that loot) and then thinking that the enemy is OP x)
The main answer to take away from here is that we will be working with balance issues throughout the Early Access, and that includes projectiles :)