I'll edit in bold italics.
[quote]Pirates will now prefer planets with two or more structures (rather than Dead Asteroids and the like).
Boost, though a realistic one that should be.
This is so that your low cost planets don't get slaughtered.
Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure (we had to give them something).
Leaving? Since when do pirates leave? Maybe mine just hate me, but I've never seen them leave (unless they're heading to someone else and just pass through, which I hope isn't included here). Anyway, it's a boost.
Not exactly... They will only attack so long as there is bounty on your head.
Initial Pirate raids are now less powerful.
Yea sure, hence "almost nothing". Has nothing to do with the the topic though, since he didn't talk about the early stages. Nerf.
Yeah, pretty simple nerf.
Pirate Gauss Guns are now less powerful.
Oh jeez, now I just have to deal with the ships? Wonderful! Nerf
Well, this has more to do with capturing their bases, but it still works...
Experience for killing Pirate ships has gone down.
What reward there was for managing such a pain is now gone. Neither a nerf or a boost, but increasing the pain.
Not exactly... Since they are nerfed, they don't need to give you so much exp
The Pirates now have a unique armor type that will allow them to take less damage from all weapon types.
What is "pirate ships are too strong" is hard to understand? Boost, how big or small I dunno, but still a(n unnecessery) boost.
This is to prevent them from getting slaughtered. They don't have mitigation, which puts them at a huge disadvantage.
Pirates will now upgrade themselves more evenly instead of spending all of their credits on just one area.
Tbh I don't see how this will impact the game. For me they have massive damage and loads of hitpoints. What else is there to improve they can improve?
Its basically an AI fix...
When on a player mission, the Pirates will no longer stop at the first target owned planet they come across. When on a raid, the Pirates will try to stop at a sufficiently occupied planet (i.e., tastier targets are higher priority).
Boost, if an understandable one. Now you can't focus your money to make strong stabases at key locations. Now you have to put them up all over the place, making it harder to use some starbases as economic boosters.
Also, don't think that pirates are unstoppable. You have something they can only dream of: shield mitigation. It goes up over time and neutralizes a huge chunk of your damage. That means that while their frigate may have 3000 hull, that is really only about the same as one of your ships with 1000 hull. Mitigation is a huge thing in Sins. While one of the hardest concepts to fully define the mechanics of, it basically knocks out 2/3 of incoming damage to frigates and up to 80% of incoming damage to caps