Developer Blog entry from September, 3rd

I’m gonna keep pushing because I actually want a definitive answer on this one. Where will they be fitted into in the new slot layout? Because those were PASSIVE modules that don’t fit into any of the current Ship Modification slots (in case you’ve forgotten, those would be Engine, Armor, Shield, Energy and CPU)…

Horizon - CPU. Others - in accordance with their purpose.

Horizon - CPU. Others - in accordance with their purpose.

*sigh* I was afraid of that.

Horizon - CPU. Others - in accordance with their purpose.

 

Ouch!

 

but … interesting

Eh eh eh… so you can’t stack two spread reduction modules anymore… so shrapnel cannon will be indirectly but hardly nerfed…

I knew it! Was impossible to have a patch that doesn’t nerf interceptors somehow!!

*sigh* I was afraid of that.

I wasn’t, now I am.  Horizon stacking had it’s uses.

 

Eh eh eh… so you can’t stack two spread reduction modules anymore… so shrapnel cannon will be indirectly but hardly nerfed…

I knew it! Was impossible to have a patch that doesn’t nerf interceptors somehow!!

Shrapnel’s spread is so bad, my Kris AE with spread reduction has too much spread!  Not many weapons in this game can get single digit damage.

Skeptical of the changes, but we haven’t seen how this will play out. I just hope we don’t see too many knee-jerk reactions in the patch discussion.

you can still stack if the ship has multiple slots allowing for it.

 

say EG is CPU and inty has 2 CPU slots for eg.

So I see Empire engineers have 2 shield 2 hull and 1 engine modifier While fed has 3 speed 1 shield and 1 hull.  That’s OK, but engineers are not interceptors. How come difference between speed 300 and 400 compensate on hull/shield of 10,000 more ?

So they removed half the ship slots. Knew it was going to be a dumbed down game by the time it hit 10.0…

No, the ships have exactly the same amount of slots. The prior passive modules just fit into specific categories now, like the ship mods did before. I think this is a very good change, as we could create combinations that were causing some unbalance.

 

 

I think Evil had a good point there with an optometrist visit

Styx has 7 passive modules total (3 passives +4 ship modifiers), on a screenshot you clearly see 7 passive modules

Anaconda has 6 modules (2 passives+4 ship mods) and here we are again, looking at the screenshot - voala 6 total passive modules.

 

Will it affect builds? For sure!

How will it affect it? Have to see what modules go into what slots and how modules have changed as well, but claiming that its dumbing down the gameplay at this stage is not wise, is it?

This is one of the better replies on the matter. +1

I wasn’t, now I am.  Horizon stacking had it’s uses.

 

Shrapnel’s spread is so bad, my Kris AE with spread reduction has too much spread!  Not many weapons in this game can get single digit damage.

I never got single-digit damage on that ship.

 

No, the ships have exactly the same amount of slots. The prior passive modules just fit into specific categories now, like the ship mods did before. I think this is a very good change, as we could create combinations that were causing some unbalance.

And weapons with a high spread (ie, Shrapnel Cannon, RFB) will take the nerfhammer, hard because you can no longer compensate that unless that Electronic thingamajiggy module (I forgot the full name) is boosted. Because just one of them wasn’t enough to make the large spread disappear and you know it.

I don’t see this as dumbing down, though I do see it as an inevitable requirement of most games. Here’s an example back and forth…

 

“Here you guys, this is a Rubiconi Light Cruiser. Enjoy!”

Sweet! I’m going to put a Masuri Warp Drive on that thing and pimp it out for speed!

“…what? No! Did you not read the backstory? A) Rubiconi value combat prowess over speed, and B) they are hugely xenophobic! You’d never see one of their ships kitted out like that!”

"Game rules let me do it, lol!"

“Not any more then. From now on, Rubiconi Light Cruisers can only use Human tech, and can’t take any engine upgrades.”

OMG nerf! This is so xxxx!

“And who’s to blame for that ‘nerf’? Here, have a mirror…”

 

I am a little concerned as to how my ships might be impacted by this change, but on the other hand it’ll finally mean there is a clear and proper difference between ships of each race. I am rather looking forward to seeing Federation Recons buzzing about the place at insane speeds, rushing toward me with a fury of rockets, and then crying to their mothers when my ship totally ignores a volley that would (and a few seconds later, does) destroy their paper-maché ships.

I am a little concerned as to how my ships might be impacted by this change, but on the other hand it’ll finally mean there is a clear and proper difference between ships of each race. I am rather looking forward to seeing Federation Recons buzzing about the place at insane speeds, rushing toward me with a fury of rockets, and then crying to their mothers when my ship totally ignores a volley that would (and a few seconds later, does) destroy their paper-maché ships.

What I’m actually fearing in this patch is that ships might end up with a similar shield/armour hp value… Because, apparently, Imperial ships, despite being armour tanked, have 2 shield, 2 armour. I imagine Jericho ships will be similar, 2 armour, 2 shield, and that worries me because Jericho don’t exactly have the most efficient armour tank. In fact, they have zero armour tank…

Why do I feel yet again, that my possible choices get reduced? 

Its OK and completely understandable that some Mods are dependent on ship-classes. 

But dont limit our choices over and over again (this game should NOT be a second quake or counter strike). 

Trying new builds (even dumb ones) is one of my major fun-aspects in this game. 

Please consider to add some new modules, too. I like diversity in ship-building (and I guess a many others, too). 

Can we get the patch notes please? Right now we are just calling feedback on (mostly) theories. Please get us patchnotes so we can actually give correct feedback without complete assumptions.

And weapons with a high spread (ie, Shrapnel Cannon, RFB) will take the nerfhammer, hard because you can no longer compensate that unless that Electronic thingamajiggy module (I forgot the full name) is boosted. Because just one of them wasn’t enough to make the large spread disappear and you know it.

I tend to use Shrapnel a lot - and on some ships only use the CPU mod + 1x Spread Reduce passive. Only when I have purples, though - otherwise you are quite right, the spread would be too high. (With the sole exception of ships that have a bonus to spread reduction by themselves)

 

 

But dont limit our choices over and over again (this game should NOT be a second quake or counter strike). 

Trying new builds (even dumb ones) is one of my major fun-aspects in this game. 

Please consider to add some new modules, too. I like diversity in ship-building (and I guess a many others, too).

This is something I do agree with - more variety in modules and more opportunities for ‘unusual’ builds would be great. To facilitate this, perhaps a ‘wildcard’ slot, e.g. slots which allow the fitting of 2 or 3 different ‘types/categories’. This significantly opens up our options and would be a step back in the right direction. It also allows for some ships to be more desirable, due to their flexible nature - without having to give them more slots than other ships.

 

(Bolded to ensure this gets somewhat noticed, as I actually think it’s a pretty good idea.)

I like that Idea, like an omni-slot in MW. 

I tend to use Shrapnel a lot - and on some ships only use the CPU mod + 1x Spread Reduce passive. Only when I have purples, though - otherwise you are quite right, the spread would be too high. (With the sole exception of ships that have a bonus to spread reduction by themselves)

 

 

This is something I do agree with - more variety in modules and more opportunities for ‘unusual’ builds would be great. To facilitate this, perhaps a ‘wildcard’ slot, e.g. slots which allow the fitting of 2 or 3 different ‘types/categories’. This significantly opens up our options and would be a step back in the right direction. It also allows for some ships to be more desirable, due to their flexible nature - without having to give them more slots than other ships.

 

(Bolded to ensure this gets somewhat noticed, as I actually think it’s a pretty good idea.)

I like it, it would allow you to either cover one of your main weaknesses or make one of your strengths even deadlier.

I wonder if they changed the stats on some modules, to compensate for the un-ability to fit more of them.

But I guess we’ll see…I just hope they didn’t ruin the game again…

I tend to use Shrapnel a lot - and on some ships only use the CPU mod + 1x Spread Reduce passive. Only when I have purples, though - otherwise you are quite right, the spread would be too high. (With the sole exception of ships that have a bonus to spread reduction by themselves)

 

This is something I do agree with - more variety in modules and more opportunities for ‘unusual’ builds would be great. To facilitate this, perhaps a ‘wildcard’ slot, e.g. slots which allow the fitting of 2 or 3 different ‘types/categories’. This significantly opens up our options and would be a step back in the right direction. It also allows for some ships to be more desirable, due to their flexible nature - without having to give them more slots than other ships.

I use Shrapnel a lot, as well. Except, as a Support role pilot, I rarely have those modules fitted. And on the Kris-AE, it shows. A single passive spread reduction is not that much of a help, despite the inherent spread reduction it already has. For even the Kris-AE to be effective with the Shrapnel, you’d need 2 of those, tbh…

 

As for the Omni-slot… It’s a good idea, but I’m a bit worried people’d use it to further increase their massive tank (read: Guards/Engies) or already maxed speed (Federate CovOps) and so forth.

That’s where you can limit the slot still to specific categories - the main thought is to allow multiple different categories in the same slot. All within the confinements of the intended balance of the specific ship and/or class, of course.

 

I just think it’s a better idea than adding more slots and it makes the system as a whole more interesting and flexible.