If they’re OP, make them a blueprint or something. Cmon. Just bring the Black Hole turret and the Repulsor turret back.
No.
Stop asking for it.
They will be introduced in the game when they will be judged balanced enough to not break the whole balance.
If that is the case it will be next year before they come out.
They will be implemented when they will be ready. Not earlier.
They will be implemented when they will be ready. Not earlier.
“А можно утром стулья, а вечером деньги?”
“Можно, но деньги вперед!”
Wth is that supposed to mean? XD
Wth is that supposed to mean? XD
Quote from Russian classic movie based on Russian classic book
You realise that this is the English forums, correct.
Google say:
“And it is possible in the morning the chairs, and in the evening the money?”
“You can, but the money in advance!”
missing context to say it accurate, but it seem that something will come but it takes time(or need to be paid before).
I’d rather have a repulsor to push those goddamn hull hugging interceptors away into a nearby heap of space junk, and make them a part of aforementioned space junk.
Yeah, I saw nothing wrong with the Repulsor. How is it broken?
And yeah, it looks to mean that they are saying that you gotta pay for the chairs(modules) before you get them.
Even though they are obviously functional.
If damage is a problem, then simply tweak down the area burn and increase the direct damage. Or just make an overlapping field so that you don’t even need to bother with proximity. I really don’t see what the problem is for either module, or why someone couldn’t fix them in a matter of minutes.
Why not a destroyer’s anomalie generator to gravi-kill those little xxxxxxxx?
Because I’m about 68.2% sure that the black holes effect you as well, so they are not exactly optimal at close-range.
Add-on to previous post of mine:
Maybe they haven’t released it because they still have that weird glitch where grav damage won’t hurt you while inside the black hole. One time I got sucked in to the (alien)Destroyer’s black hole and took no damage. I simply wobbled around until I rammed enough things to 'splode. XD
If damage is a problem, then simply tweak down the area burn and increase the direct damage. Or just make an overlapping field so that you don’t even need to bother with proximity. I really don’t see what the problem is for either module, or why someone couldn’t fix them in a matter of minutes.
:01414:
Rakza is simply saying with that facepalm: U ma dude dun’t kno how et ez wen u prugrm gamz. et ez harder dan u tink.
Not in raw code or jscript. Now I’m 99% sure that this isn’t what this game was coded in, but really if they can do anything with it, then they can do this. Or they could just sample code from other aspects of the game as it is, and just modify it for what they think is proper. A back hole already exists. Just copy it and remove the infinite range. Bam. Instant module output.
What’s this about damage? Doesn’t it have enough value as a control mechanism? I would bundle it right in there with ECM shutdowns, it overrides your controls to an extent.
Speaking of which… Include control intensity reduction to the Proton Wall device, so they can be used to resist gravity generators and slowing fields
Through whole game we have modules and weapon types that unlocks through rank progression, it safe to assume that same thing happen to destroyers. So stop with your reasonless reasons and wait for t4 destroyers
I’m waiting for T5 destroyers. T4 is cool and all but really. Imagine the implant advantages and having 9 slots. X3
Yeah, those 9 slots comes with Blackdragon/Mauler CoilMortair machine guns, Bubble Sparks and FalconM/Peregrines