This mod needs less restrictions, not more. Does everything make perfect sense? Absolutely not, but it's close enough that we can work with it.
As for stats, yes, the Osiris is by far the most powerful publicly-available battleship in the game, and the Mako is notably worse as a "normal" battleship. But then again, it's a good support battleship, especially when mortar sniping, so y'know...
However, battleships're getting buffed, not nerfed. Those medium slots are for Primaries and Pulses, not Primaries and Secondaries. More importantly, Pulses and Primaries would be quadded. Each Pulse or Primary turret will do four times as much damage as it does now, but take four times as much energy. In other words 4 Pulse/Primaries now = 1 Pulse/Primary in .86. So if you get 4 "medium" slots, you still have 16 "modern" primaries... plus you also get 2-4 "heavy" slots (HM, Mortar, missiles, razors) and 8 "light" slots (reverse-quadded Solaris turrets with longer range, secondaries, flak, etc). This would make battleships very powerful.
Here's the original quote of the relevant parts of Mjolnir's battleship buffing proposition.
' Wrote:The amount of turrets of each class will be the limiting factor for firepower vs specific target instead of artificial means like range (= current Solaris and Secondaries) or energy (current Flaks and Solaris). Based on the looks of vanilla BS slots showed below the numbers and stats of the new turrets would be something like this:
Depending on their "class" each BS will have (as an example) 2-4 heavy slots
~4 primary slots
~5-15 light slots
Heavy slots would include (example)
Heavy Mortar, Mortar, Razors, Missile - with about same stats as now
+ future heavy guns
Primary slots
"Concentrated" Primaries, Pulses - each will do about same damage and take same energy as 4 current ones
+ future guns
Light slots
"Distributed" Solaris - say one will do 1/4 of current solaris damage for 1/4 of the energy and have say 1.6 k range
Flaks, Secondaries + future light guns (dumb fire missiles maybe, different version of solaris etc..)
Note that while this might in a way limit your loadout in the start it also allows for more specialized (and energy efficient) guns to be made because there will be much less abuse problems with specific loadouts. Simple example would be battlerazor which is now very slow refire and high energy use to avoid BS mounting 10 of them. This off course needs complete re-balancing of all BS and their hardpoints and a lot of testing, which is why this is meant for 4.86.
EDIT: Btw. this also follows vanilla logic, as in vanilla each BS had up to 4 different classes of turrets.
Anyway is this a wanted development?
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Bellow follows how it will look on those vanilla BS
Red dots indicate Heavy guns Yellow Indicate "Primary" slots Blue Indicate Light Slots Purple Indicate slots currently unused on the vanilla models, which could be used for light slots.
Liberty BS
3 Heavy all forward and back (one should be reduced to forward only (fires trough whole ship))
4 Primaries
5 (11) Light - probably only 9 should be used, cause 2 of them are right next to 2 already used (on the front wings), this would make it very simillar to BR one
Bretonian BS
3 Heavy Slots - 3 forward, 2 back
4 Primary slots
7 (9) Light Slots
Rheinland BS
(with all hardpoints +2 modeled spots)
4 Heavy slots - 2 forward, 2 backward
4 Primary slots - forwards only
10 (15) Light slots Kusari
(with all hardpoints)
2 forward only (4)
4 Primary slots
12 Light Slots Osiris