i curious, such as? is there a limit of how many tutorial contracts you can hold?
yea, it’s 3 per race (just like 3 per faction for the other contracts). so i suppose the same applies to the pve contracts. anyways… they need a turn down function.
did not know that. I shot at ppl firing bubbles at me before but cant say i remember them detonating it.
not just bubbles, other weapons too. either that or something else is going on like a nearby cloaked enemy or something. sometimes i fire a EM torp, it gets shot, blows up in my face… so i try to avoid it.
Engineer yes, implant no (you take no damage under diffusion shield so implant/mods do not apply).
you know i never thought about it… but you guys just described another broken mechanic. engineers shouldn’t have energy emitters. units should just have to manage energy on their own.
currently, the incentive is to turtle around your engineers, and quite frankly i’m getting sick and tired of it…
And if you fit the ECM for tankiness, it becomes a nimble fighter.
Overall, I’d say is a CovOp nerf. Self-destruct went form usable to worthless. Even Mk.III nukes cannot clear drones from a beacon. The cloud I’m not sure how that will turn out, 300 radius is a little small.
Command’s lost a defensive strength, but since energy emitters on engineers are becoming more common it’s not game changing. A command pairing with an engineer with energy emitters won’t have to worry.
yup, inties and fighters are pretty much all inties now…
covop shouldnt be able to clear all drones from a beacon, but i agree that not only is the radius too small, the graphic obstructs your view and generally clashes too much with the rest of the graphics. and nuke initial damage is too low. ahould be like 10k burst, 6k over time…
energy emitters shouldn’t exist… all this is doing is causing people to turtle even more than before.
Then there’s the “n-o-o-b tube” jericho LFR.
well, the lack of EB on some units really did make these things OP now…
sure you can avoid 90% of them on a nimble fighter or an inty… but the 1/10 that hits you? instant death…
lame v2.0…
46.8 mk3 39.6 mk2, but yeah, there are a bunch of things that got changed in small ways, but they really should be reported.which they aren’t in patch notes.
EM shield resist mods were lowered in effectiveness, thermal and kinetic were buffed. i’m assuming armor resists kinetic was nerfed and the others were buffed.