Awesome :good: .
Thanks for the hard work :good: .
Awesome :good: .
Thanks for the hard work :good: .
What I really absolutely don’t like is the change of weapons into dealing only one damage type. And only because that will kinda break plasma guns, the only weapon which needed that anyway.
that was done to prevent confusion as to what type of damage your enemy is doing. imo, and most would agree that it is a good change. if you want other damage types, you must use other ships.
Ok, so, as I promised:
Mods buyout - whites and blues for creds. Gold (shop price), greens, purples (scaling price) - GS.
Prices on ships - lowered. T5 would cost approximately like T4 now.
Repair prices - lowered.
2+5. just wondering if mods will be on timers. which means that the lower repair costs will be offset by increased recurring mod costs… :\
the price of items doesn’t determine how much players will spend.
how much fun they have and the ‘value’ they are receiving for their money will determine that.
which leads me to balance adjustments (the ‘fun’ part of that equation), which need some work in lower and higher tiers.
although, i would question this whole ‘mod’ business… it would seem that it will make ships appear to be ‘less customizable’ and that’s a bad thing from a player’s perspective.
you want your ship to feel like it has ‘technology’ installed. lol… anyways, give it a test, lets see.
ah, it will also prevent you from having custom mods on each ship, instead having to switch out your mods… and i assume pay for new ones? how does that work? lol :\
this seems like it’s going to go downhill fast ;p
i have a reputation for being able to predict these sorts of things.
SWEET!
THANK YOU
cool!!!!!!!!!!!
0.9.0 Is being installed. Now.
Thus makes tomorrow the deciding factor… Will this patch sink, as I think it will, or will it actually turn out well? I hope you have a back up plan when you turn many of your players away.
Hell yeah, 0.9.0 today
thanks you devs :012j:
hey,
im looking forward to changes, i don’t find all the changes OK but time will show us… give it a shot
but i have two ideas I would like to know your opinion about:
will there be any practice against a target dummy I can try new weapons? I mean, I will spend literally a millions of creds just to understand new concept of weapons and pick one/two that fits my style. I want to check new weapons before I will buy it (and then splash it if not useful).
the missile thing - i found it hard to believe; Antibus wrote somewhere in this topic that the weapons modifiers were healthy; and this is? I mean, all ships (in real, i know its a game but anyway, you just have to listen the basics of the physic)have limited holders for any kind of missiles!
Just not to spam about missiles, I have two solutions that could help this out:
2A - a “autonomous missile reloading module” for engineers; just as you repair hulls, you can reload any missiles from this module
2B - instead of 1xbig missile + 5x medium; let all the ships have a weight limit (1000kg/2000lbs); if nuke will weight 200kg, and unguided missile 2kg, you will have your “unlimited” version and it will be without nuke spam. It will be at all pilots decisions to equip ships with most wanted stuff.
- will there be any practice against a target dummy I can try new weapons? I mean, I will spend literally a millions of creds just to understand new concept of weapons and pick one/two that fits my style. I want to check new weapons before I will buy it (and then splash it if not useful).
i’m assuming those weapons will be available in lower tiers, so you can try them there.
2A - a “autonomous missile reloading module” for engineers; just as you repair hulls, you can reload any missiles from this module
i thought about this, but it has lots of problems, and time can be better spent on other projects. A. it would slow down the pace of battle, B. a pilot has to select rearm himself, seince missiles cost money, the engi can’t just ‘give’ them to him, C. a ‘weight’ has to be assigned to each missile type, and then what system determines which pilots gets how many missiles and of what type… too many issues with this.
2B - instead of 1xbig missile + 5x medium; let all the ships have a weight limit (1000kg/2000lbs); if nuke will weight 200kg, and unguided missile 2kg, you will have your “unlimited” version and it will be without nuke spam. It will be at all pilots decisions to equip ships with most wanted stuff.
well, the issue with this is that not all ships should be able to carry all types of missiles. the same applies in real life. most planes are only designed to accomodate a range of ordinance. very few can accomodate most of them. none can accomodate them all.
to eliminate nuke spam all they need to do is limit you to one ship from each class in your loadout/hangar. that way it would also diversify player’s games.
I’m still with-holding my judgement on this until I get to play with it, but I do have to tip my hat to the devs & mods for pushing their content out the door quickly. Hopefully, this will mean we can spend a good long while beating out the problems in 9.X until we get to “launch”.
And, while I’m at it, can I ask when we’ll be getting the nitty-gritty patch notes? I’m sure I’m not the only one who’s interested.
betatrash - i understand that it will be available on the T1, but:
Mk1 weapon costs about 80k creds if I remember well. there are 12 new weapons. 12x80.000 = 960.000. still a high price just to try. well, maybe they change the prices, but thats just an assumption.
with the weigh issue - it can be greatly combined together; regardless that now even the intys can hold and place nukes, is there anything bigger that a nuke missile slot? (i mean heavy or how it is called).
I still can’t believe how CO is able to hold nukes, while all other ships can’t, when you count sizes and weights.
How about making nuke an active module?
betatrash - i understand that it will be available on the T1, but:
Mk1 weapon costs about 80k creds if I remember well. there are 12 new weapons. 12x80.000 = 960.000. still a high price just to try. well, maybe they change the prices, but thats just an assumption.
deal with it? ;p you already have functional weapons as it is… 
with the weigh issue - it can be greatly combined together; regardless that now even the intys can hold and place nukes, is there anything bigger that a nuke missile slot? (i mean heavy or how it is called).
i mean, technically, you could still have restriction on missile types but it might be a bit more confusing for the user in that sense.
also, most planes can install their specified ordinance types on most pylons, or require rails, but not in all cases - usually concerning the hardpoints closest to the tips of the wings (due to weight restriction), and the ones closest to the body of the aircraft (due to space restrictions). and there are those that are restricted by their electronics, if they don’t have the required equipment, they won’t be able to arm those weapons, or use their onboard electronics.
deal with it? ;p you already have functional weapons as it is…
well thats kinda disappointing
at least you are not a dev 
i mean, technically, you could still have restriction on missile types but it might be a bit more confusing for the user in that sense.
also, most planes can install their specified ordinance types on most pylons, or require rails, but not in all cases - usually concerning the hardpoints closest to the tips of the wings, and the ones closest to the body of the aircraft.
i find idea of intys carriying five nukes just more believable than having unlimited missiles… thats just kinda impossible, even in sci-fi :)
CO will have one missile in a clip. Death will reset the CD. But if there are signs to NWII we will make changes.
I’m very interested in the cooldown on missiles/mines as well as the price to purchase them. Also, will my missiles be “used” if I don’t use that specific ship in the battle? Or better yet, if I don’t fire a missile will I still need to replace my clip?
Your racism is getting really boring here, tbh.
We work with the feedback provided by all of our communities. We do not descriminate nor do we make any favourites. We just collect feedback and then work with it.
Hi again Antibus and I see you and you and your team have been very busy, bravo!
what a huge patch …
great work to all of you, your dedication is very clear to me 
- 4 weapons per ships classes: 4 to intys, 4 to fighters and 4 to frigs.
Wait… WHAT? Elaborate this point please… are u telling me you can’t play anymore with (example) long range interceptors?
So i can’ use a fast,dodge oriented build interceptor anymore couse of mines and guided missiles spam … i can’t use a stab railguns on it couse now weapons are standard (and i bet interceptor will have only short rangge spamming weps) … basically everything i loved in the game is gone…
13:00 CET huh?
Fortunately I’m on to play! Let’s get this started!
Hi again Antibus and I see you and you and your team have been very busy, bravo!
what a huge patch …
great work to all of you, your dedication is very clear to me
I am looking forward to seeing how much credits I have when i log in >< I was running pretty low. haha… need to save for t5!
I did not expect it so soon.
By the way, the Sai ship- is so sexy and kick xxxx looking, best looking ship in the game; but sir, it is a recon class. Why make such a bad xxxx and brutal ship such as this Sai interceptor and then make it a recon? Wouldnt it make more sense to make it a covert op, then at least I could play it with some sort of effeciency?
Or then do something about the recon class, because it is by far the most underpowered of all the interceptor types. I was curious to see what you think about giving the Recon ship the ability to do a massive single-target heal to a team-mate, like a squad mate about to die. Healing them 100% or 50% of their total HP regardless of ship type maybe? I dont know, I just hate how slow and ineffective my Cerberus 2 and other Engineer frigates are now at saving my team-mates lives. I used to enjoy the burst I would get with using remote hull repair on a squadmate Gunship for example about to die and heal his hull to full rapidly, then use drones and save his life. Now its all automated, and it feels mindless to just sit there and do nothing. I just sit around all damn match, I hate it and so does everyone else flying engineer, they do it just so their team may have a chance at winning.
But why limit such a powerful skill with such a slow ship, give the recon a healing module with a large CD and huge single target heal, done with % of the total HP / Shields of the target friendly. I think that would be kick xxxx, and give the recon at least some chance at taking up a hangar position when I queue for pvp, or better yet, just make the Sai ship a Covert Op.