COMPLETED CG Maintain Security in Xi Wangda (Bounty Hunting)

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An increase in rate of fire, damage or integrity is positive.

indeed, yet the damage increased, but is red instead of blue and it has a down arrow instead of an up arrow

(i know i'm in a biased negative state at the moment, but still... the markings are wrong)
 
indeed, yet the damage increased, but is red instead of blue and it has a down arrow instead of an up arrow

(i know i'm in a biased negative state at the moment, but still... the markings are wrong)
Can it be that your interface is comparing that multicanonn's stats against another weapon's stats?
Try inspecting the module from the "stored modules" menu
(sorry if i'm mistaken, i'm trying to out the human error factor before getting into bugs)
 
Can it be that your interface is comparing that multicanonn's stats against another weapon's stats?
Try inspecting the module from the "stored modules" menu
(sorry if i'm mistaken, i'm trying to out the human error factor before getting into bugs)

No idea, but usually the markings are related to the original, non-engineered, stats (not to some other weapons)
So if the non-engineered weapon has 15dps and you apply a very crappy overcharge blueprint to it and damage is increasing to 16.7 - then it's a positive and has to be blue, and it's a value increase and the arrow has to point up
 
I know and I did. You'll notice I didn't question the purchase part. 😉

Still think the choice to use "unlock" was unlucky.
I did, and you did, but many do not. For those, the word "unlock" is indeed... well, confusing. Although technically, you unlock the one unit you give materials for 😉.

I got two medium from the CG, and got one large in Mbooni, because I had the materials, but I was six weapon parts short for a second one. The collector in me will probably unlock a second large to have a set of four for my Krait. But I don't think they are really worth the materials.
 
My gut says they are too expensive for what little they offer over the ones I can just buy with credits.
They seem pretty cheap considering you can't use those mats for much else, the effort to gather those mats is less than what I spent on getting top 25% in both the CGs so I regret that quite a bit.

I can deal with reload time, but if my Ship lacks 1MW of power - i cannot fit them - and 1MW is a lot for a low emission power plant
The thargoids can also deal with reload time by regenerating their hull and not being exerted.

I'm really curious on if this will let solo you exert an intact basilisk with just AXMCs now.
 
If these weapons aren't going to be made available to the general player population later on then I think they don't want the improvements to be gosh-wow-game-changing ones.

Update: Ah I see they are available.
 
If these weapons aren't going to be made available to the general player population later on then I think they don't want the improvements to be gosh-wow-game-changing ones.
They're available now - pay-with-mats-for-each-weapon from the tech brokers on hospital ships.
 
The stats on these do not match what the CG promised.
"The weapon combines Auto Loader functionality with increased Armour Piercing, at the cost of increased Distributor Draw and Thermal Load."

Instead of increased distro draw, we got vastly increased power draw. And the armor piercing value is identical to the unengineered versions. A mistake was definitely made somewhere.
 
Well... not that it is the first time they make a mistake.

If I do remember well they've done the same with the long range/increased ammo rails...
 
The stats on these do not match what the CG promised.
"The weapon combines Auto Loader functionality with increased Armour Piercing, at the cost of increased Distributor Draw and Thermal Load."

Instead of increased distro draw, we got vastly increased power draw. And the armor piercing value is identical to the unengineered versions. A mistake was definitely made somewhere.
Yeah, I was planning to equip these modules on my cold research clipper. Increased thermal load is a non issue since heat will be the last thing I'm worried about when I need to use them. But the increased power draw means I can't use them anymore, my low emissions PP is already barely powering my ship right now.
 
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Yeah, I was planning to equip these modules on my cold research clipper. Increased thermal load is a non issue since heat will be the last thing I'm worried about when I need to use them. But the increased power draw means I can't use them anymore, my low emissions PP is already barely powering my ship right now.

yep, same here - they're not really useable on cold builds
 
I tried to kill some Orthruses - replaced AX missiles on my FGS (1L + 4M + 2 cytos) with those super AX MCs, and nothing, they are garbage. Need heatsinks, PIPS to weapons - and for what? I said from the beginning (in another CG thread) that something was going to go wrong, too much rum was involved in the story!
 
yep, same here - they're not really useable on cold builds

They’re still usable as the really cold builds made for stealth/material gathering won’t be actively shooting weapons unless for last resorts like having to deal with a Glaive before getting out of there. At that point it doesn’t much matter if you’re generating heat.

Has anyone tried using these yet to see how they handle in actual combat?
 
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:D They're getting a reputation
 
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