I guess we’ll have to see what kind of cooldown they’re going to be on.
regardless, it takes away most of the strategy when everyone has a constant supply of rockets. nobody is punished for using them ineffectively at the wrong times… no skill involved basically. just spam away since you know you can just buy more. sure, theyll cost you an extra few bucks, but that’s nothing if they mean the difference between losing/winning a battle (maybe an extra 10-15% of your earnings, which also doesnt matter for people who already own most items in the game and have nothing to spend it on).
however, from what i understand is that missile quantities on ships will be reduced, quote - “we decided to give up several slots for missiles”. so either a reduction in the number of slots, or a reduction in the number of missiles per slot.
this is a bad decision, it will only annoy more experienced players. or at least in T1/T2. not sure about T3/4 since i haven’t played them yet, and there may in fact be too many missiles per ship, not certain. but what it simply means, is that you cannot survive for as long a single ship, since you will sooner run out of missiles. you must die in order to purchase new missiles.
and NO, the solution is not to raise ammo costs like in WoT. although i have a feeling that’s where this is heading. the old bait and switch.
they also hinted at this in the fact that modifiers will now be sold as boosters, meaning they will last a certain amount of battles…
this also makes no sense to me… it will reduce the amount of customization on your ship, instead to be replaced by some ‘consumable’ item you purchase every few missions… like a microtransactions system, what WoT is built of… oh god… i just facepalmed hard…
in effect these consumables will be readily available to people who P2W or players who already have most of the items, and just buy boosters. this will put newer players at a disadvantage. since they are less likely to spend their credits on boosters. not the greatest way to lure new customers i assume.
