Just deactivated autorepair to manual repair each single item
Problem are special items (weapons, mods and modules) looted
I’m T2 and purple items costs 16k each one to be repaired, green ones 3k each one
Hope this helps
let me know
Removed all of them now
Please be more descriptive, what do you mean exactly? What about the loot? I am kind of confused at your point…You mean the repair cost of the modules is bugged or what? I am kind of confused (recently woke up).
Repairment of green and pruple items is expensive, yes. Look how less dura they have. So you pay a lot of the original price to repair 1 unit. Same for mk3 equipment. But thats actually not the point where we are talking about. The problem is the low income rate per game not the high repair costs. Strangely sometimes i get 50-60k credits for a good game (really rare) and often only something about 20k credits (effectiveness of 1k or better). Compared to what you need for repairment and ammonition, it is far to less.
Repairment of green and pruple items is expensive, yes. Look how less dura they have. So you pay a lot of the original price to repair 1 unit. Same for mk3 equipment. But thats actually not the point where we are talking about. The problem is the low income rate per game not the high repair costs. Strangely sometimes i get 50-60k credits for a good game (really rare) and often only something about 20k credits (effectiveness of 1k or better). Compared to what you need for repairment and ammonition, it is far to less.
Those costs are insane, i had 4-5 purple items on ships and it was impossible to gain credits… now removed nearly all of green and purple stuff form ships and finally i’m gainig credits. And repairiong a destroyed t2 ship already costs more than 7k
Purple weapons, purple mods and green too (i’ve seen that blue acitve modules costs a lot to be repaired too) have insane repairing costs…i think that’s a bug
Please be more descriptive, what do you mean exactly? What about the loot? I am kind of confused at your point…You mean the repair cost of the modules is bugged or what? I am kind of confused (recently woke up).
Yes talking about repairing costs, wich are bugged on purple and green items that you gain in the looting screen after each won battle
Yes talking about repairing costs, wich are bugged on purple and green items that you gain in the looting screen after each won battle
Yeah, unlike what goat said I think it is the cost of the modules repair ~ not the initial amount of credits being made. So if it isn’t a bug simply reduce the cost of those modules repair or if they are intended to be that high (which I don’t think they are unless it is for a design reason) then don’t use those modules until you are insanely rich and can make more then you spend.
If it is intended to be that way it will be the latter, if it isn’t it will be the prior.
Well actually for overcharged and experimental it has sense to cost more to repair, think about it, a ship with only experimental modules/weapons and mk II missiles (another rare item, even if I doubt the refilling costs much more) would be like 1.5 times stronger than one with only mk I - mk II equipment. Range of these modules is way bigger and recharge for active modules is way shorter.
So I think this is NEARLY balanced:
Overcharged are ok, but experimental cost too much to repair, just cut the price a bit.
Also, I suggest an option to tick to let you see only rare version that you have of the current selected voice in the menu.
E.g.: You’re looking at the Beam weapons you have in your warehouse, you tick the option “Show only rare modules” and here they show up.
For as stupid as this could be, it could be really comfortable since every now and then we may need to unequip rare modules/weapons.