_terrorblade 255 Posted September 4, 2014 Report post Posted September 4, 2014 I tried Cruise Engine Modification on nukem. Upon installing the module the following things happened 1. Rotation speed decreased 2. Maximum speed increased 3. afterburner energy consumption increased I switched implants and installed some modifier to increase rotation and energy. The stats now looked fine - According to those stats, the ship should rotate fast enough and not give constant trouble with energy. HOWEVER, upon testing in custom battle - the ship's rotation felt like a frigate - Activating afterburners seems to take a big chunk of energy (approx. 215 points in my case) and then consume its normal amount continuously (146/sec in this case) The energy consumption becomes a problem when you activate AB with low amount of energy. All the energy is consumed in activation and the afterburners stop running instantly after that (so basically you cant use AB if you dont have a certain amount of energy) Something is definitely wrong here, please take a look at it 1 Share this post Link to post Share on other sites
Swifter43021 317 Posted September 4, 2014 Report post Posted September 4, 2014 A fighterceptor is coming ? How funy. Share this post Link to post Share on other sites
_terrorblade 255 Posted September 4, 2014 Report post Posted September 4, 2014 Prepare for empire gunships going at 500m/s :D Castor over 550 with submatter shield Share this post Link to post Share on other sites
Catbox 68 Posted September 4, 2014 Report post Posted September 4, 2014 Yeah, I tried it, too on a command ship (Katana S) and it steers like a heavy frigate, which is weird, considering the numbers. Before Roll: 66 Pitch: 72 After Roll: 55 Pitch: 60 Share this post Link to post Share on other sites
Eviscerador 319 Posted September 4, 2014 Report post Posted September 4, 2014 How good is AB acceleration? Because adaptative fighters won't be able to use that then. I don't see a point for this module, you already have the engine overcharge for that, but It will be fun to use in commands which already have absurd regen rate. Share this post Link to post Share on other sites
_terrorblade 255 Posted September 4, 2014 Report post Posted September 4, 2014 How good is AB acceleration? Because adaptative fighters won't be able to use that then. Acceleration seemed quite alright. just like normal Share this post Link to post Share on other sites
Eviscerador 319 Posted September 4, 2014 Report post Posted September 4, 2014 Acceleration seemed quite alright. just like normal Then adaptatives will take a lot to kick in... bad for fed ships. Share this post Link to post Share on other sites
yeahalex 249 Posted September 4, 2014 Report post Posted September 4, 2014 i can see this just being used to run away Share this post Link to post Share on other sites
ShadowBlade3 96 Posted September 4, 2014 Report post Posted September 4, 2014 This is more of an open world module. Share this post Link to post Share on other sites
Eviscerador 319 Posted September 4, 2014 Report post Posted September 4, 2014 This is more of an open world module. This. Share this post Link to post Share on other sites
Swifter43021 317 Posted September 4, 2014 Report post Posted September 4, 2014 Maybe you feel them like frigates because their turning rate is now just so low compared to their speed ? But if you feel the same when you're at 0 speed, then it's just weird. Share this post Link to post Share on other sites
StatueofLibroty 271 Posted September 4, 2014 Report post Posted September 4, 2014 An odd problem, that. My problem is that it doesn't list any of its stats besides the 17% speed increase. Looking around for such information is a hassle. Share this post Link to post Share on other sites
SoldiersFortune 425 Posted September 4, 2014 Report post Posted September 4, 2014 This is more of an open world module. Players asked for a Cruise Engine similar to Freelancer and they got one. But only for fighters. Personally I've been trying it out on my Sawtooth that is set up to be a Gauss Turret, and it works great for getting into position fast. Just don't try to run away in close quarters with it. Share this post Link to post Share on other sites
xKostyan_ 898 Posted September 4, 2014 Report post Posted September 4, 2014 New fighter engine: Reduces maneuverability by 17% when NO AB active Reduces maneuverability by 80% when AB active Share this post Link to post Share on other sites
residente 717 Posted September 4, 2014 Report post Posted September 4, 2014 It's bad even in Invasion. It's a nightmare to pick loot and to do any kind of dogfight. It's only usefull for travelling, but considering how cheap is to change stations it's not worth it. Share this post Link to post Share on other sites
Eviscerador 319 Posted September 4, 2014 Report post Posted September 4, 2014 Well, not adaptative turret fighters can use it to change positions fast. Mainly jerry tacklers and commands. In a fed tackler you can easily reach 700 m/s switching positions, which is good. It has its uses, but very situational. Share this post Link to post Share on other sites
Catbox 68 Posted September 5, 2014 Report post Posted September 5, 2014 I've had a lot of fun cruising through the enemy team at 700m/s, but other than that, I don't see much use. Prepare cruise drive, ensign! Aye, captain Catbox! Share this post Link to post Share on other sites
Syrinx 43 Posted September 5, 2014 Report post Posted September 5, 2014 I love the mechanic of it. It's just awesome. Losing most of your maneuvrability when afterburning sounds very...real? I don't know exactly why, but i love the feeling of it. don't think it's good for PvP tho. Share this post Link to post Share on other sites
TheDarkRedFox 1,587 Posted September 13, 2014 Report post Posted September 13, 2014 slap 2 on any ship and you can haul 700m/s for just a few seconds. but the giant hunk of energy that it takes upon activation is the only thing stopping you from going 700m/s for the entire duration of your energy bar. I call this phenomenon the "Omnomnom" effect. Share this post Link to post Share on other sites
StatueofLibroty 271 Posted September 14, 2014 Report post Posted September 14, 2014 slap 2 on any ship and you can haul 700m/s for just a few seconds. but the giant hunk of energy that it takes upon activation is the only thing stopping you from going 700m/s for the entire duration of your energy bar. I call this phenomenon the "Omnomnom" effect. More or less. I had to install a compact shield generator to be able to sustain it after that huge chunk of energy disappeared. Share this post Link to post Share on other sites
xetophe 3 Posted September 15, 2014 Report post Posted September 15, 2014 please make this 'cruise engine modification' available for t5 as well. i need it to run pve mission. its super fun. i got it on a bear. i recently bought a 'rockwell' thinking it can have the same module as bear, but none available. i cant use my rockwell for pve anymore!! please please make it happen. Share this post Link to post Share on other sites
jrisom 151 Posted September 15, 2014 Report post Posted September 15, 2014 How is it on a tiger that could handle two passive armors and two voltage regulators? Share this post Link to post Share on other sites
Eviscerador 319 Posted September 15, 2014 Report post Posted September 15, 2014 How is it on a tiger that could handle two passive armors and two voltage regulators? On a tiger you only need one. Just fit a submatter in one of the shield slots or a lightweight in one of the hull slots. Share this post Link to post Share on other sites
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