Same thing they did with some now-removed t3 modules. Those modules were made unavailable in t3 but those who bought it before removal still get to keep them
I know, and we all said that was a terrible idea back then already. <3 my lightweight hulls in T3, but I shouldnāt have them when a new player cannot.
Same thing they did with some now-removed t3 modules. Those modules were made unavailable in t3 but those who bought it before removal still get to keep them
well the only module which had some kind of impact was the target tracking coprocessor. and they actually reintroduced that with crafting now. lw-hull or submatter shield arent really gamechangers in t3, and i heard a rumor you can get one of them as starter gear on a ship (?)
since however back then it was a shift in modules through tiers, and the impacts were minimal, nobody really said something i guess - however the a1ma is a different story, as active module.
itās not like we could keep the old weapons either.
however, still hoping its a mistake due to the changes.
Whatās with them not removing Reverse Thruster from the menu too though? Devs donāt see that module as a problem or they donāt want to remove too many things at once?
Why would they remove it? RT is only for long-range, and give them finally a way to go in/follow the beacon without dying. And you need some skill to use it as his full potential (since you can do much more then just fleeing). Everybody above t3 can have it.
Aim bot is different. Every ships can equip it. It required no skill to use all is modules is 2 secondes with lasers. And only t4 have it.
If they remove RT, then they should remove pirateās modules too.
pirate modules are t5 and tbh donāt vary much from the original version. reverse thrusters however is a cheap auto escape button. having said that i am going to get themĀ :005j:
Biomorphs always came in groups of four. Only hunters come in packs of three in the unknown sector.
Nope, they were 3, I am 99.99% certain because now they burned even more quickly through my ships than normal, hooray! Now it is also 4 fighters and a frigate because why the xxxx not!
Shush, let him remain clueless about the ships he flies, itās funnier that way.
Ā
No because next time, for an Unknow reason, we will see :
Ā
āLooking at a guard (no need to target it) will disable all its modules, burn 100k shield pts per second and make it explode instantly if you ping it.ā
Ā
Ā
Ā
Edit : And I can confirm that the Pulsar is bugged. For Unknow reasons, ships that should be hit by the pulsar (In range / Not Gunship using Combat Reboot / No textures to block it) do not receive any damages (No animation / effect).Ā
Edit 2 : Or is it also a Part of the āImproved Mechanicsā?
No because next time, for an Unknow reason, we will see :
Thatās what I meant with āfunnierā.
Edit : And I can confirm that the Pulsar is bugged. For Unknow reasons, ships that should be hit by the pulsar (In range / Not Gunship using Combat Reboot / No textures to block it) do not receive any damages (No animation / effect).Ā
Edit 2 : Or is it also a Part of the āImproved Mechanicsā?
Pulsar has always been bugged in that it would randomly not applying damage for up to 2 seconds. If itās permanent immunity for some targets thatād be new though.
Pulsar has always been bugged in that it would randomly not applying damage for up to 2 seconds. If itās permanent immunity for some targets thatād be new though.
Ā
No, what I saw was a complete immunity to the pulsar. There was 7 seconds remaining on my Pulsar and the Interceptors in range were not impacted.