Those are the recon ones.
Ah, my bad. Tackler missiles seem to be usefull again. Engine suppressor + IB + Gravilazor + FPS breaker missile, oh god yes.
Those are the recon ones.
Ah, my bad. Tackler missiles seem to be usefull again. Engine suppressor + IB + Gravilazor + FPS breaker missile, oh god yes.
Not sure if I’m unobservant or not but I think command auras had the energy usage raised. My katana S used to be energy stable with both on and now it just gets drained.
… Active healing drained my energy a lot…
Use energy emitter in combination if your capacitors are low. I used my Minotaur in pvp before and it worked like a charm!
EDIT: Nevermind, I’m just an idiot. Changed my build sometime when I was doing pve, just forgot all about it.
If you use the naga, use passive armor on the hull, and try out a high shield regeneration build for it, let me know how it goes. used alongside the energy emitter, it should be more than enough.
turn on the 7c/7J/Bottom implant for extra energy from enemy fire.
In fact, try this one -
engine - 2 vernier engines. capacitor - 3 capacitor power relays. shield - thermal resistance. hull - 1 passive armor, anti kinetic/thermal, or even another passive armor if more energy is needed.
cpu - proton wall. active modules - the two mass heals, the shield node, and the shield booster L.
Weapon - heavy blasters, curved reflector. go for torps/attack drones/minelayers.
Booster - +10 shield defense
Implants - 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c (left to right 1-15, top to bottom a-b-c)
Make sure to take advantage of the 12c implant’s +25% shield regeneration.
while in battle, if active healing takes down your energy initially, the 7c implant should take care of the problem for you.
(note, this is patch related. I want to know the effects of the new energy system towards the healer’s modules, in particular, the shield type and how they affect this build.)
I don’t suppose anyone else has noticed the strange new achievements under their profile section?
Under ‘Great Achievements’ there are now achievements that are referencing something called “Secret Ship Hunt Event”, which appear to have one special mission for each game type (PvP, PvE, and Open Space) over the next 30 days.
So… 30 days until the new Secret Projects are released?
Good day.
[Here](< base_url >/index.php?/topic/27342-secret-ship-pursuit/) is all information about it. there are 30 tasks which you may comlete. They will not change in 30 days so you will have more time to comlete them.
I love the distance indicator for the targetting reticle… But seriously, no target needed? That’s too much of a buff for gauss / positron build… No need to target anymore! yeah big nerf to E-9 implant!
I’m upset by the fact I can’t manufacture attack drones on my lower tier ships. Attack drones are really handy in battle, especially when some if not a lot of us don’t own and/or can’t afford T5 ships.
This is very frustrating, and I have now have less of a chance of ranking up my ships AND myself because of this change.
Please change this back, it’s not fair to some of us pilots who were doing so well with attack drones on lower-tier ships.
If you were doing so well with them is becuase they were stupidly strong, reason why they got removed from lower tiers…
Under white noise and i stell have the aim helper circle,no missiles don’t follow target like this
But you can still launch unguided missiles at that :)
But you can still launch unguided missiles at that :)
yep new firestorm missiles are nice
thank u for the positive comments about the updates. we appreciate.
unfortunately under the policy i can’t provide those numbers.
I’m upset by the fact I can’t manufacture attack drones on my lower tier ships. Attack drones are really handy in battle, especially when some if not a lot of us don’t own and/or can’t afford T5 ships.
This is very frustrating, and I have now have less of a chance of ranking up my ships AND myself because of this change.
Please change this back, it’s not fair to some of us pilots who were doing so well with attack drones on lower-tier ships.
ur suggestion is recieved. thank u for it. we are trying to avoid giving experienced fliers when they use ships of lower ranks extra advantage. we will analyze this issue further.
Can the in-game friend list size get increased?a social feature shouldn’t be limited.
I’ve tried and I like most of the changes, specially the Engineer one. The passive heals are weak, but the active ones are pretty big with the proper build.
The change on Multiphse Shield Adapter is stupid, you can get over 300 resistances, sure, but it last 4 seconds! That makes no sense at all.
By the way I’ve heard ship bonuses on proyectile speed and spread would be decreased but they have been increased in fact…
Systems Hack
Due to popular request, this module is now available on T3 level. We also added visual effects to help display who uses the module…
Now available on Т3
Added visual effect for the module
Is this for real? Popular request?
Minefields will be virtually useless with ECMs in the game, seriously they are contraproducent, n00bs will plague beacons with mines, and ECMs will hack them over and over again.
PS: Mines just tickle any adaptative Interceptor.
Regarding RFB change, I love it because I love the weapon (that doesn’t mean it’s fair), 27 seconds to overheat, 42 on ECMs.
Firestorm is pretty sweet now though, deals almost 2k damage per hit on shields without increased resistances (tested it against a Naga with 12k Shield and it looses the whole shield.
Two-mode active modules
Changes to these modules were made to ensure their ease of use. Now several active modules can have two modes: passive and active. This should prevent situations with frigate pilots forgetting to activate them.
In passive mode module starts working when the ship appears on the battlefield
Active mode is activated by pressing the corresponding button
Ok, then…if you have half of a brain and you fly an engi, you probably turn on the modules…its a instinctive move. One who “forgets” is probably new player or an quarter-brainer. So this was really such a great issue it needed attention? For players who “forget” to use engi modules when flying engi? Ok can i get auto fire mode, in case i forgot to fire? These changes are utter xxxx, sorry for language but thats the only fitting description.
Btw pirate mass shield generation is weaker than normal mass generator mk2.
Giving 1500 point of shield… every…40s? xxxx. That healing bonus. xxxx.
As for the rest of the patch, fine, doomsday restrictions…well maybe t3-5 or 4-5… only t5 is a bit… meh.
But engineering change is just xxxx… merde, govnoo, sranje.
merde, govnoo, sranje.
ne razbiraat oni ova :005j: :00555:
Emergency Barrier
Module cooldown display has been added due to popular request
This module now has cooldown display
I like the new indicator for emergency barrier and implant… But once your ship is detroyed, the indicator disappear… It’s a bit pointless that way.
Under white noise and i stell have the aim helper circle,no missiles don’t follow target like this
You don’t have the “spread” correction that comes with locking… So there is still a disadvantage. But I agree, white noise / IR pulsar should disable the small targeting reticle you gain by just passing cursor on enemy ship. On the other way, having it available for friendly target would help eclipse engineer.
Soo, the change of the sentry drone is not in the patchnotes.
Yeah about Pirate Shield Generator, it seems you forgot to increase the healing stats to compensate the low range…
Can the in-game friend list size get increased?a social feature shouldn’t be limited.
we’ll do our best to help u guys be as friendly as can be)))) will transfer the suggestion to developers but how big do u think it should be?
we’ll do our best to help u guys be as friendly as can be)))) will transfer the suggestion to developers but how big do u think it should be?
Honestly it should be at least 100 players long, just like almost any game or plataform.