Testing balance changes from pilots

7514425ffb01a2687fb6c9fd09ad.jpg

Pilots! The UMC launches a special test version of the game with balance tweaks proposed by the players. This version of the game will be available to everyone on a separate test server.

 

Developed and approved by the players:
CerberusS
Tesla26
PVEdli
RedShuhov
miha6227
SitiS
ECMnoob
niripas

 

Long Range Frigates
Disintegrator (does not apply to Synergetic disintegrator)
Author: CerberusS

  • Projectile speed increased by 20%

Guided torpedo (does not apply to cluster missiles)
Author: CerberusS

  • Torpedo flight speed increased by 20%
  • Torpedo manoeuvrability increased by 10%
  • Module cooldown time reduced by 20%

Weapon Overcharge and Tachyon Charge
Author: CerberusS

  • Module cooldown time reduced by 31%

Energy sharing
Author: Tesla26

  • Ship acceleration while the module is active is additionally increased by 100%

Recoil-compensated cannon
Author: Tesla26

  • Shooter recoil speed reduced by 50%

EM Scattering Field
Author: CerberusS

  • Module duration increased by 20%

Sniper drone “Partner”
Author: Tesla26

  • Module operation range increased by 66.6%
  • Drone durability increased to 6 thousand.

Guard Frigates
Plasma Devastator
Authors: Tesla26, CerberusS

  • Projectile speed increased by 30%

Missile Shield
Author: Tesla26

  • The frequency of destruction of missiles is increased by 30%

‘Dag’tnith’ Launcher
Author: CerberusS

  • Debuff time reduced by 50%

Energy systems destabilizer Object NY’18
Authors: CerberusS, PVEdli

  • Debuff time reduced by 50%.
  • Module cooldown time reduced by 20%.
  • Energy consumption increased by 100%

Engineering frigates

Autonomous Charging Station

Author: Tesla26

  • Module power increased by 45%

Autonomous Repair Station
Author: Tesla26

  • Module power increased by 45%

‘Twins’ barrier
Authors: Tesla26, CerberusS

  • Active time increased by 66.6% (new value - 5s)

Nano-devourers
Author: Tesla26

  • Module damage increased by 300%
  • Recovery radius increased by 100%

Amplifying Shields
Author: Tesla26

  • Shield strength increased by 49.8%

Gunships
‘Ignis’ blaster
Authors: CerberusS, PVEdli

  • Burn time (Damage over time) of the target reduced by 57.1% (new value - 3s)
  • The duration of the damage over time when in contact with fire is reduced by 75%.
  • Damage over time after contact with fire is reduced by 50%.

Overdrive type ‘Sting’
Author: CerberusS

  • Cooldown increased by 47%

“Deimos” engine
Author: CerberusS

  • Jump preparation time increased by 100%
  • Module cooldown increased by 20%

Magnetic disruptor
Author: CerberusS

  • Debuff time reduced by 71% (new value — 3sec)
  • Debuff damage increased by 15%

Command Fighters
Quantum Railgun
Author: CerberusS

  • Projectile speed increased by 30%

Diffusion Shield
Author: Tesla26

  • The amount of damage taken per unit of energy increased by 15.38%

Energy Cube
Authors: Tesla26, CerberusS, ECMnoob

  • Module operation range increased by 46.66%

Tackler Fighters
Beam disintegrator
Authors: CerberusS, PVEdli

  • Module cooldown increased by 30%
  • Module range reduced by 11.11%
  • Module preparation time reduced by 33.33% (new value — 1sec)

Trap mine
Author: Tesla26

  • Cooldown reduced by 28.6%
  • You can install more than one

CovOps Interceptors
Quantum defence
Author: RedShuhov

  • Module operation time reduced to 5sec

Thermoprojector
Author: Tesla26

  • Damage frequency increased by 100%

Plasma Arc
Author: CerberusS

  • Cooldown time reduced by 34% (new value — 35sec)
  • Active time increased by 33.3% (new value — 4sec)
  • Arc length increased by 10%

Reactor overload
Authors: Tesla26, CerberusS, PVEdli, ECMnoob, SitiS, RedShuhov, miha6227

  • Module cooldown time reduced by 58.3%

Recon Interceptors
Crystal mine
Author: RedShuhov

  • Debuff duration reduced by 50%
  • Explosion radius (not detonation!) reduced by 40% (new value — 300m)

Proximity Mine
Author: CerberusS

  • Activation time since launch is reduced to 1 second

Inhibitor crystal
Authors: CerberusS, PVEdli, SitiS, ECMnoob, RedShuhov

  • Escort radius reduced from 750 to 500m (-33.3%)
  • The upper limit of the blast radius is reduced by 10%
  • Cooldown increased by 36.36%
  • Crystal projectile velocity reduced by 13.63% (475 m/s)

Tai’Kin Satellite crystal
Author: CerberusS

  • Flight speed reduced by 30.7%
  • Maximum range from carrier reduced by 40%

Covert Ops drone
Authors: CerberusS, Tesla26

  • Shield transfer power increased by 10% (528 pts/sec)
  • Active time reduced by 16.66% (10sec)
  • Cooldown increased by 33.3% (20sec)
  • Drone no longer fills the carrier’s shields

Side booster
Author: CerberusS

  • Cooldown increased by 100%

ECM Interceptors
Karud Weapon systems sabotage
Author: Tesla26

  • The module now prohibits the use of weapons for the selected target (instead of dealing damage)

Protocol regulation
Author: miha6227

  • Using a module drops a bomb

Suppressor Destroyers
Coilgun
Author: miha6227

  • Projectile speed increased by 17%

Ze’Ta Landing platform
Author: CerberusS

  • Drone flight speed reduced by 33%
  • Maximum drone distance reduced by 36.36%

Wormhole projector
Author: CerberusS

  • Module cooldown reduced by 33.3% (to 60sec)
  • Wormhole flight speed increased to 800 m/s

Augmented Cooler
Author: CerberusS

  • Module power increased by 20%

Blaster Turret
Author: CerberusS

  • Reduced manoeuvrability time shortened by 30%

Universal modules
Energy converter
Authors: RedShuhov, CerberusS, ECMnoob, PVEdli

  • Return damage reduced by 33%
  • Module cooldown increased by 30%

Repair Kit Small / Medium / Large
Author: CerberusS

  • Module cooldown time reduced by 20%

Implants
Alpha-inhibitor “SP-25” (5-3)
Authors: PVEdli, CerberusS

  • Implant power increased by 233% (new value — 10%)

Neuroaccelerator “Oculus II” (11-1)
Author: CerberusS

  • Resistance reduction increased by 25% (new value — 10 pts.)

Neuroconnector “WPN-F70” (13-3)
Authors: miha6227, CerberusS

  • Maximum implant effect enhanced by 50% (new value — 15%)
  • Effect step is enhanced by 50% (new value is 1.5%)

Weapons and modules
Vulcan
Authors: CerberusS, PVEdli

  • Spread reduced by 12.5%

Heavy Blaster
Author: CerberusS

  • Spread reduced by 25%

RF Blaster
Authors: CerberusS, ECMnoob

  • Rate of fire increased by 60%
  • Damage reduced by 33%
  • Weapon heating reduced by 50%
  • Spread reduced by 10%
  • Spread increase rate reduced by 50%

Pulse Laser
Author: CerberusS

  • Rate of fire increased by 50%
  • Damage reduced by 33.3%

Shrapnel Cannon
Authors: CerberusS, ECMnoob

  • Fire rate reduced by 25%
  • Spread reduced by 35%

“Horizon” Module
Authors: PVEdli, CerberusS

  • No damage reduction
  • Only one modifier is allowed

Public test server
Testing will be held on Star Conflict public test server.
The public test server is a game space independent of the live server where updates are uploaded for mass testing.
Instructions on how to connect to the public test server can be found [here](< base_url >/index.php?/topic/27466-information-about-public-test-server/).

 

Mass test schedule:
The public test server will run for a limited time. The server is intended only to test an update that is being prepared for release.

  • Friday: 15:00 UTC - 19:00 UTC. Testing ranks 7-10
  • Saturday: 15:00 UTC - 19:00 UTC. Testing ranks 10-13
  • Sunday: 15:00 UTC - 19:00 UTC. Testing ranks 13-18

These definitely seem like interesting value changes and for most of the items listed are mostly fixing the major downfalls of them with exception of recoil compensated - that thing is something else.

 

I look forward to seeing how the horizon changes will play out however since this seems to be a step to stopping the 8-9km Ze’Ta’s who refuse to come near the battle.

<also is this thread supposed to be open to discussion or just read only>

7 minutes ago, TheDerpNukem said:

These definitely seem like interesting value changes and for most of the items listed are mostly fixing the major downfalls of them with exception of recoil compensated - that thing is something else.

 

I look forward to seeing how the horizon changes will play out however since this seems to be a step to stopping the 8-9km Ze’Ta’s who refuse to come near the battle.

<also is this thread supposed to be open to discussion or just read only>

Best way to take down long range campers like that isn’t to reduce everyone’s range, but just reduce the range of the weapons that cause the problem.

 

But I am very glad to see some potential work being done towards Wolfhound/ECM builds.

Mm, that is true but I suppose this is kind of a blanket nerf to excessive range builds for stuff like the MIRV launcher which I’ve honestly only seen used to pester Destroyers and the Kai cloud spammers although Vacuum resonance definitely gets caught in the crossfire on this one since it already has lower than average base range after the last of its nerfs got put in place.

Liking all of these.

You could add an increased explosion radius and/or a lower spread for the Light Coil Mortar!

1 hour ago, Deelena said:

“Horizon” Module
Authors: PVEdli, CerberusS

  • No damage reduction
  • Only one modifier is allowed

I hope that they also remove the weapon range reduction in Sector Conquest if they want to get this into the final version.

Everything is good except  “Horizon” Module .  I would add also:

Devastator Beam

  • For 2 sec deals 2500 EM damage per second (+223%) to ships and 5 times as much damage (-50%) to other objects.

2 hours ago, Deelena said:

Testing ranks 13-18

Interesting, tell us more about r18 Ships

Hmm - I actually skipped over that tid-bit. Seems like a typo but I can dream since then T6 would be rounded out like 1-5 with 3 ranks as well.

Yeah, let’s buff long ranges and nerf the Ignis Blaster, the one gunship weapon with such low projectile speed that it actually takes skill & taking into account enemy predictability patterns to make them connect, as if the gun itself is easily acquired (really, try and get a drop for it, you’ll get every single module in the area multiple times before you get your hands on an Ignis outside of Trade).
On a side note, I love how the ones that put forward the changes to be tested out are usually seen flying Ellydium ships & cheesing with the likes of Stingray & Boremys, well done.
Not even touching the Recoil Compensated Cannon, it’s balanced as is - knocks back the enemy as much as the shooter, a fair trade, but instead of fixing the part where it also has the same effect on teammates, let’s make it even easier to handle and promote more players using it.

Love it. Moving from normal to casual mode at blistering speeds.

If even a third of this list goes through, the balance will be flopped up beyond all recognition, as if it’s in a healthy state as is.

28 minutes ago, Valcury said:

Yeah, let’s buff long ranges and nerf the Ignis Blaster, the one gunship weapon with such low projectile speed that it actually takes skill & taking into account enemy predictability patterns to make them connect, as if the gun itself is easily acquired (really, try and get a drop for it, you’ll get every single module in the area multiple times before you get your hands on an Ignis outside of Trade).
On a side note, I love how the ones that put forward the changes to be tested out are usually seen flying Ellydium ships & cheesing with the likes of Stingray & Boremys, well done.
Not even touching the Recoil Compensated Cannon, it’s balanced as is - knocks back the enemy as much as the shooter, a fair trade, but instead of fixing the part where it also has the same effect on teammates, let’s make it even easier to handle and promote more players using it.

Love it. Moving from normal to casual mode at blistering speeds.

If even a third of this list goes through, the balance will be flopped up beyond all recognition, as if it’s in a healthy state as is.

The part of the balance changes is to make things a little more balanced. A lot of the stuff on the list are outright never used, overused (looking at tai’kin nerfs here) or next to a joke.

Ignis blaster has such a low projectile speed because its basically encouraged to be actively dog fighting your opponents or orbiting frigates to gain benefits from Wolfhound’s unique module (that I totally didn’t forget the name of). The DoT nerf of ignis was pretty much to stop burst attacks on random wounded interceptors since a lingering burn from just a couple of shots could tear through the entire hull capacity of a medium rank Federation interceptor or severely damage an Empire one.

 

The LRF buffs make stupendous amounts of sense from my eyes since I’ve been frequenting LRFs recently. 

-Energy sharing has been mostly a waste of a module slot since it came out with the exclusion of fast travel in open space
-Recoil compensated still flings you out of the battle field and forces you to ignore the objective 
-EM scattering field has always had an awkward duration compared to its cooldown to the point its just safer to RT around the map than rely on cloak

  • Vanilla guided torpedo has always struggled to compete with any form of disentegrator

-Vanilla disentegrators have been struggling to hit fast fighters without the aid of Tachyon at medium to high ranges

-Sniper drone is a joke - it exposes your location and barely protects you at all

 

From a primary PvP perspective of the game a lot of this makes sense since so much of the list is focused on making extremely niche use-case modules usable and bringing some of the over the top stuff into line a bit. Maybe not as much as hoped - but its progress.

1 hour ago, Valcury said:

Yeah, let’s buff long ranges and nerf the Ignis Blaster, the one gunship weapon with such low projectile speed that it actually takes skill & taking into account enemy predictability patterns to make them connect, as if the gun itself is easily acquired (really, try and get a drop for it, you’ll get every single module in the area multiple times before you get your hands on an Ignis outside of Trade).

Ding ding ding ding ding! We have a Wolfhound player! XD

zZK35Gb.png

 

Aaaand I hope clearance isn’t going to bother me too much for this test instance because I feel like I should regret slapping that sync button now.

 

 

I have never agreed with Player Offered Changes. They are bias and favor those players that offer them. These proposed changes are too many and too drastic to go in in bulk since they favor the Frigates mostly and probably those pilots that offered them up since they cant properly fly their frigates as is and need them buffed and others nerfed. As I read thru each one all I envisioned in my mind as to what was begin propose are ships that favor the snipers and gunships so that existing ships that do kill them, wont be able to much more. Thats just bogus. A properly skilled sniper knows he cant park and just shoot. they have to move and even expose themselves at times. Dont change the Balance. The pilots need to change their tactics and learn to fly their ships properly.

 

Making these such changes will only result in yet another round of bugs as Other Ships then have to be adjusted yet again to bring them back into balance. The game has always had the basic rule of Counter Measures. For every weapon, module or function or implant, there is a equal counter measure to it. So these pilots that want to camp and snipe or race around the battle fields ARCing things to destruction need to remember that there will always be a counter measure to their actions, be that a Range of their snipe or the speed of their jeri torp or the timeframe they can scatter an EM or whatever they are proposing to somehow gain an advantage over other players. No where did I see an equal counter measure to the most basic Sniper Killer in the game to nerf or buff these changes. The Jeri Singularity Tackler would also have to be enhanced to provide even longer/faster cloaking to come up to the snipers, their mines hold them in place longer *not just more then one as proposed) and their drones more powerful to do the kills on snipers as they are held in place from reverse thrusting away.

 

This goes to what I was saying earlier. Change all of these and other ships and things will need to change to balance them out yet again. I play just about every day, I play all types of ships and I dont have an issue with “balance”. Then again, when I park my bottom into a cockpit of a ship and go into battle with it, I know what the purpose of the ship is and how to fly it. That only came with years of piloting them and learning each module in detail as to what it does and what its counter measure does to cancel it out.

 

These changes are too many…and not enough changes to their counter measures to balance them out to even bring into play. Leave things alone or bring each change in slowly one at a time with changes to their equal counter measure in at the same time. That would be Balance. Not this. Players only want to change things into their favor. There are more proposed things on these forums by past players over the years then these new ones. Implement them. Not these that are favoring a few types of players poorly built ships and their lack of piloting skills

Well from what I could test last night with limited access thanks to my main account inaccessible from what I can only assume to be because its currently syncing some of these changes need a little more fine tuning.

 

Magnetic disruptor nerf:

This felt way too over the top with the duration of the debuff now too short to have any substantial impact on an engagement.
Perhaps raise the debuff time to 5 seconds and allow it to be countered via collision damage similar to spy drones?

RF Blaster changes/buff:

This one actually felt really good to play with and seemed to finally lend the RF blaster its own identity again to split it from the Plasma cannon since the fire rate was higher than the pre-nerf RF and the spread was controllable via controlled bursts. Although the damage felt a bit low since I had next to no gear to work with since I only had access to it thanks to a Deimon I picked up - it definitely felt to be in a better place than on live server.

 

Recoil Compensated Cannon:

This thing is still a meme. Can you hit stuff? Sure. Can you make any forward progress in a dogfight or even afford to go near objectives? No.

Perhaps lower the backward velocity to -50m/s rather than setting you from  any speed  to a flat -200m/s when you fire it.

 

_ Energy Converter: _

It still felt busted and cheap to play with even given that I only had bots to play against since test has no MM live. Damage still went way too high from very little input and reload still was beyond generous for the module’s output.

 

Inhibitor Crystal:

I’m just gonna be blunt. This is one of those modules you just cannot play with when you have over 300 ping. Is the escort radius nerf needed? Sure, but it isn’t going to stop russian players from abusing the hell out of the module. The main problem of this thing was it held so many positives for a single negative which is simply that you need to stay with the crystal. It still does excessive damage for a recon tool and hold the most potent slow in the game built into said damage. All in all, nothing has changed for this thing and after finally getting to play with it I can definitely see why this bloody thing is spammed so much.

 

Also when are bots gonna be swapped from beam cannon to something more reasonable like a Vulcan or Mass Driver?

 

Ah fek, what else did I even play with… oh right

 

EM scattering field:

It’s basically the same problem as before with the damned obnoxious effect making aiming through it painful and the effect duration leaving you with your pants down still when it expires not that any change will stop you from feeling awkward when you decloak at a horrible time and the entire enemy team is only 3km away from you. The active time change was nice, sure - but you still have those awkward 30 seconds regardless if you’re gunboating or just being that guy 7km away not even on sensor range where you just flip a coin to see if you’re about to be plasma Arc’d now you can be seen or not.

 

I guess I’ll call that change a positive I guess - LRFs are still painfully easy to spot when cloaked thanks to that ridiculous effect tied to EM scattering field but eh - one day I won’t lose 10 FPS for zooming in.

 

Tachyon and Overcharge cooldown change:

JLRFs still have that one volley where you can tell they have their cooldowns up since the Torp does f**king nothing and ELRFs still have the advantage.

 

Vanilla Disentegrator projectile speed buff:

It’s kinda noticeable when playing against bots since they dodge continously the moment even the slightest amount of damage is applied to them I guess but hitting mobile targets without the aid of a Tachyon charge is still off the cards unless you use a Project because that things projectile speed didn’t see a nerf yet.

 

Overall the changes for the stuff applied are headed towards making them uh - better? I still wish I wasn’t a bloody ape and smacked that sync button on my main without hesitation because I didn’t even get to see if the Coilgun projectile speed change made hitting interceptors more consistent or any of the other major changes.

+1 about those beam cannon bots - it’s basically instant death for interceptors with their almost 100% hit rate and 40% extra damage.  Another thing I notice is that I no longer hear the sizzle sound much when getting hit with the beam cannons. It only seems to make a sound when it’s super obvious - you’re in a destroyer and they’ve been shooting you for a sec.

 

As for LRFs, I don’t really see the issue with the person complaining about them? They don’t seem mega effective at the moment since there are loads of visibility modules to uncloak them, they can easily be destroyed by all those fast gunships and taikins etc these days. Mostly LRF causes slower ships to take cover. If you are super annoyed by it, then go attack using a ship that’s fit for the purpose.

 

Also did you know that heavy drone stops reverse thruster being used?

When I read the introduction and the people involved I got skeptical. But once I read most of the changes, I felt like they were quite a good read.

I find it interesting, that CerberusS nerfed a lot of things he actually uses a lot, this gives me hope, he has somewhat more self criticism, than some other cookie cutter abusers. There is nothing more honorable than nerfing something you know you like to use way too much. Big respect here.

 

I am unsure about the LRF changes for high level LRF, and how that would affect things long term. I still think they are a somewhat problematic class for many game modes, and there is very little choice of gameplay for a role, that has a lot of ships in the tree.

 

2 hours ago, RennieAshII said:

They don’t seem mega effective at the moment

I am not too bothered by their offensive capabilities being bad, or good, it is rather the way people play those ships, remove themselves from the main group, causing the frontline to have not enough “flesh” to keep up a presence, leading to a stale game. It was imho never about their damage potential. So buffing and nerfing that part will not change much there imho. I never had a problem with people who actually ninja them into unexpected places.

 

Not sure about the horizon nerf. It hits the wrong kind of builds imho. Makes it also way too much of a default choice, while 5% damage was deterring. I have to see how it affects ships like Singularity as enemies. I would rather decrease the damage debuff instead.

 

Otherwise I like a lot of the changes on paper, especially some niche weapons like RF, and nerfs to some overused modules like energy converter, which could still deserve  being able to be canceled by an Ion warhead.

 

As I have no time and will to play the test, I just hope it brings some change to the main game

 

6 hours ago, _Vu_ said:

 

 

I have never agreed with Player Offered Changes. They are bias and favor those players that offer them. These proposed changes are too many and too drastic to go in in bulk since they favor the Frigates mostly and probably those pilots that offered them up since they cant properly fly their frigates as is and need them buffed and others nerfed. As I read thru each one all I envisioned in my mind as to what was begin propose are ships that favor the snipers and gunships so that existing ships that do kill them, wont be able to much more. Thats just bogus. A properly skilled sniper knows he cant park and just shoot. they have to move and even expose themselves at times. Dont change the Balance. The pilots need to change their tactics and learn to fly their ships properly.

 

Making these such changes will only result in yet another round of bugs as Other Ships then have to be adjusted yet again to bring them back into balance. The game has always had the basic rule of Counter Measures. For every weapon, module or function or implant, there is a equal counter measure to it. So these pilots that want to camp and snipe or race around the battle fields ARCing things to destruction need to remember that there will always be a counter measure to their actions, be that a Range of their snipe or the speed of their jeri torp or the timeframe they can scatter an EM or whatever they are proposing to somehow gain an advantage over other players. No where did I see an equal counter measure to the most basic Sniper Killer in the game to nerf or buff these changes. The Jeri Singularity Tackler would also have to be enhanced to provide even longer/faster cloaking to come up to the snipers, their mines hold them in place longer *not just more then one as proposed) and their drones more powerful to do the kills on snipers as they are held in place from reverse thrusting away.

 

This goes to what I was saying earlier. Change all of these and other ships and things will need to change to balance them out yet again. I play just about every day, I play all types of ships and I dont have an issue with “balance”. Then again, when I park my bottom into a cockpit of a ship and go into battle with it, I know what the purpose of the ship is and how to fly it. That only came with years of piloting them and learning each module in detail as to what it does and what its counter measure does to cancel it out.

 

These changes are too many…and not enough changes to their counter measures to balance them out to even bring into play. Leave things alone or bring each change in slowly one at a time with changes to their equal counter measure in at the same time. That would be Balance. Not this. Players only want to change things into their favor. There are more proposed things on these forums by past players over the years then these new ones. Implement them. Not these that are favoring a few types of players poorly built ships and their lack of piloting skills

 

I wonder, In a game of every single piece of data is analyzed, how anybody will take conclusions with such a huge amount of changes, most of which have high crossed interaction.

As always I suspect it will be used to undertake other changes they plan to implement, as they usually do, and keep this thread as a smoke curtain to let you think you participate and let you debate like some experts.

9 hours ago, calamarcillo said:

 

I wonder, In a game of every single piece of data is analyzed, how anybody will take conclusions with such a huge amount of changes, most of which have high crossed interaction.

As always I suspect it will be used to undertake other changes they plan to implement, as they usually do, and keep this thread as a smoke curtain to let you think you participate and let you debate like some experts.

Hence these balance changes were debated for weeks and basically they represent what people were thinking was the most  “fair” change. Players were saying for a long time that they have no input on those. Well - this is an experiment to show what would happen if players actually had some control over balancing things. All those changes were proposed, calculated, voted, discussed by a team of volunteers. 

Will they be implemented or not it actually depends on players testing those changes on test server. And no - there is no smoke screen. 

16 hours ago, _Vu_ said:

I have never agreed with Player Offered Changes. They are bias and favor those players that offer them. (…)

 

Well - read what is above. Also - those changes mostly reflect what people in public was complaining most + make some modules/weapons usable on the battlefield. LRF boost is mostly to make torpedo frigates viable again and their guided torpedo a threat to something that actually moves. I don’t get it where did you find that those changes buff frigates in general. NY18 signature module - nerf. Plasma devastator - this change make this weapon more viable for use, because it is useless in the current state and it’s just a waste of storage space. Join the testing, test those  changes, feel is not that different. Then criticise. 

 

I am really interested in the reasoning behind the change/Nerf to Horizon module, as as others have stated it hits the wrong builds. Also what was the thought process behind allowing multiple trap mines to be slotted? No other module has that ability