Test: I built two salvage arrays. Each had the same number of groupings. One array had one module per group and the other array had 30 modules per group. I tested both on an asteroid. The array with 30 blocks/group was faster, but it was CLEARLY not 30 times faster.
Proposition: The scaling of salvage modules is inconsistent with weapon blocks which now scale linearly in performance. It also makes honeycomb salvage arrays of single blocks absurdly overpowered, especially when combined with a cannon support system. I think salvage module performance should scale linearly with the power of a single block heavily reduced from what it is now. This will give the honeycombs appropriate performance for the number of blocks they contain and make salvage performance scaling consistent with the rest of the game.
On a side note, the cannon slave effect may not be to blame for the overpowered arrays. If the power of each block is appropriate, such arrays should be balanced, at least theoretically.
Proposition: The scaling of salvage modules is inconsistent with weapon blocks which now scale linearly in performance. It also makes honeycomb salvage arrays of single blocks absurdly overpowered, especially when combined with a cannon support system. I think salvage module performance should scale linearly with the power of a single block heavily reduced from what it is now. This will give the honeycombs appropriate performance for the number of blocks they contain and make salvage performance scaling consistent with the rest of the game.
On a side note, the cannon slave effect may not be to blame for the overpowered arrays. If the power of each block is appropriate, such arrays should be balanced, at least theoretically.