Your strawman game is weak.Yeah they should also remove the requirements to have AX weapons to fight Thargoids, I haven't got any and my gameplay loop is ruined, that's just bad game design, they should make ordinary weapons as effective against the Tharoids as AX weapons!
Your strawman game is weak.
A straw man (also known as "strawman") argument is one in which the person sets up and then attacks a position that is not actually being debated.
One improvement I’d have made to them is not melting players’ Guardian modules when they’re supposed to be safe inside of a docking bay in a station shielded from cosmic and stellar radiation… so unless the AGF is just some total magic it should not affect anything inside there either. It makes dealing with Glaives as a modshard user kind of painful when you lose over 20% of integrity just waiting for the pad animation to finish and get out of the bay at Jameson’s, right now.However, Glaives showing up and melting someone's weapons simply by existing is not. At the very minimum, they should at least hit with that lightning of theirs.
Oh noes, an alien race that was at war with another alien race for who knows how many millenia has developed a technology to damage and shut down the technology of those other aliens? How preposterous!It's like the fun police showing up every few minutes to make sure we're not having a good time in AXCZs.
Just turn it off. Like.. release a hot fix later tonight that removes it from glaives. Why keep it? It doesn't improve the game in any way.
That’s just because the trucks and vans are running on a technology so primitive that it is immune to the effects.You guys know what's worse, Elite ships are not as well built as layman's trucks & vans. Note how your ships gets total shutdown and modules wiped without AGF, but those trucks & vans continue to run inside the stations as if life was all hunky-dory oblivious to everything around...
Some of the earlier trucks that we still had in storage when I first joined up (army) came equipped with a starting handle and required no electrics to run.That’s just because the trucks and vans are running on a technology so primitive that it is immune to the effects.
After all you can’t shut down a steam loco with a weapon that fries electrical and electronic equipment.
I was thinking the same thing today. 2.5km was my idea. Inside the range of most Guardian weapon, but very far from effective range. Upon further analysis, the exact range doesn't matter so much because Glaives are so fast that they can control the distance in almost any fight. 3km is roughly the good distance, though.At the very least they could put a range on it of like 3km so you have some chance to either move away from it, or actually find the glaive to kill it. As far as I can tell, the range is roughly infinite and survives relog.
Could not agree more. I’m fine with the Glaives being really fast and dangerous, with lots of missiles and lightning attacks, etc … but that “magic delete your weapons field” is just stupid.It's like the fun police showing up every few minutes to make sure we're not having a good time in AXCZs.
Just turn it off. Like.. release a hot fix later tonight that removes it from glaives. Why keep it? It doesn't improve the game in any way.
I personally just toughed out the Glaives through a few repair cycles and/or NPCs killing them for me (especially after taking a good chunk of their hitpoints off with the shard cannons). Though I did also use a Krait which has the ability to get out of the mailslot and reach a Glaive before the weapons melt again, I imagine a shard-a-Conda would have more problems with the zippy little things.Returned to AX for the recent Shin Dez shenanigans and, whilst it was fun, there were several occasions when I couldn’t even get out of the station with my weapons intact.
It just forces you to use MultiCannons, which are fine but a little boring compared to the ol’ Mod Plasma / Mod Shard combo AND because you can’t eyeball heart shots with gimballed weapons you have to carry a Xeno Scanner.