Okay, I'm going to hop up on a soapbox for a second...
Actually, yes it is.
Varlen, I understand you might be defensive about the manual if you wrote it -- hey, I've been there -- but I'd like to reiterate that
no, it's not in the manual. There's nothing in there that conveys the information that TEC missile frigates are weak against cap ships and Vasari missile frigates are strong against cap ships. Which makes me wonder what else I'm missing.
Obviously we didn't want Sins to come across as a spreadsheet and things were still in flux, so we didn't use specific numbers. However, you can interpret ship strengths and weaknesses from the ship listings in the back of the manual - it's not just fluff text, I wrote out the various weapon info that way for a reason (and it's all based from the ship files mentioned above).
Since when it providing hard data "[coming] across as a spreadsheet"? Having to "interpret" how to use units from your flavor text is cute and all, but it doesn't make for very good documentation. If things like unit balance were still in flux before the manual was finished, it seems a bit odd to devote 25 pages -- that's over 1/3 of your page count! -- to ship specifics.
And even if the numbers were going to change, but you knew enough to obliquely imply that certain weapons were good against certain targets, why not come right out and say it rather than imply it with flavor text?
I love the game, but I'm a bit worried that you guys are tucking some vital paper/rock/scissors info under the hood. That's a no-no if you want people to know how to play your game, and if you want your units to have the amount of functionality and personality they deserve. Hopefully, there will be some way to bring this info out in the game.
Okay, I'm getting off my soapbox. I just hope you guys don't do us like Gas Powered did us with Supreme Commander, where you have to sift through some third-party database to figure out how the units work...
-Tom