Powerplay Did they seriously just fix the retributor and give it to an engineer?

Let's face it, Mahon got a pretty raw deal with powerplay bonuses. I would bet less than 5% of Mahon's supporters did it for the terrible bonuses. And I will argue with anyone that the retributor is one of the two worst modules in powerplay.

So it came as a bit of a thermal shock today to see one of the new weapon changes offered by an "Engineer" in 2.1:

bdcc8ad04b7026df9ae07d9160c45998c07b6987.jpg

Are you kidding me? Did you really just fix the retributor to an almost not useless weapon? And instead of letting Mahon's pledges do something besides warm up pastries, you put it in 2.1 as an engineer modification?

This has got to be some kind of joke. [downcast]
 
I imagine they will make the Lasagne Heating Device have parity with the engineer version- at the minute you don't know who does the mod! It could be an Alliance engineer. Powerplay could be a shortcut to getting it outside of crafting.
 
Really?

*sigh*

I guess it's only fair to wait and see what we get.

TBH I'm not expecting great things given our "Power Super Weapon" has been broken since the start of Power Play.

Maybe all Power weapons/modules will be available through the appropriate Engineer?... You just don't need to gather the mats/do the missions if you join the appropriate Power?
 
And since the retributor is only found in Class 1, fixed only state, have fun using it instead of gimballed pulses. It will probably still drain even an A8 capacitor like crazy as well.
 
The Retribution laser of Mahon will get uprgaded I hope, else it will become even more laughable than it is right now in it's useless toy state.
 
Actually, the best and most hilarious thing that could happen in 1.6/Engineers, is that this new weapon works great while the Retributor remains broken.
 
Wait wait wait. Is this a module or an upgrade? I mean, I was assuming that this was an upgrade that could be applied to the retributor for an even greater heat effect (with less normal direct damage of course).

edit, ah Pulse not Beam upgrade... so maybe there is anoth similar upgrade for beams? Maybe a damage upgrade? So that the retributor can do heat as well as real damage?


Actually looking king at this upgrade makes me think that the pulse disruptor is going to be an amazing piracy weapon in PVP. Disabling and causing overheating to disuade FSD charging. But doing almost no real damage.


In any case, defensive heat sinks might be a new necessity!
 
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And?

I bet there are other upgrades that are similar to power modules coming as well. The two in the newsletter were just early examples. Like a disruption effect when your weapon hits and enemies module, shields that are more powerful, rail guns that fire 3 instead of 1, multicannons that deal greater damage for a longer distance, etc. I'm not really going to be to look it up, but I remember a dev saying that when loot and crafting came out it would include the buffs to the powers' modules as well.

Also didn't someone say recently that the Retributor would be fixed in 1.6? Still nothing mentioned about NPCS not being affected by the pulse disruptor, or that the cytoscrambler does less damage than a c1 pulse and can't be aimed as well.

I welcome the ability to customize my ship beyond the basic modules without feeling the need to "module shop" other powers to do so.
 
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I bet there are other upgrades that are similar to power modules coming as well.

Still nothing mentioned about NPCS not being affected by the pulse disruptor, or that the cytoscrambler does less damage than a c1 pulse and can't be aimed as well.

All good points sir
 
Hello CMDR Basskicker!

I'm relatively certain you've never used the retributor. If you have, please let us know how much you enjoyed your time pledged to Mahon. :)

In theory, if you had used it and had asked for certain fixes and improvements to it for many months, you might know how frustrating it is to see those fixes and improvements show up in a screenshot advertising new modifications in a future release. Especially when all the requests for fixes and improvements have fallen on deaf ears until now. Yes, they've said they're going to fix the retributor in 1.6, but I'm 100% certain it still won't be worth a flip. Whereas the modification pictured has a chance to actually be a tiny bit useful.

I'm well aware that there are other terrible modules in PP, but this particular terrible module is very dear to me. Hence the post. I hope other terrible modules can be fixed or improved well before a better version is available to everyone that owns Horizons, so that other powers don't need to feel like their feedback has been totally ignored, or used for a different purpose.

In all seriousness, if they're going to do stuff like this in 2.1, they should just remove worthless PP modules entirely instead of pretending there is some incentive provided.
 
Hello Cmdr Szyslak22,

all modules can be upgraded, as I understand, making the pulse disruptor available to those that want it. I guess the thing will be, that being pledged to one Power will give you access to the specific modules for all your ships, while engineering a module will make it available for just one ship, however maybe in a different class too. I am very pleased with this, as it will drive the module shoppers away and let PP be played by power players. Anyways it will introduce so many new tactical choices, that from my point of view Power modules will be almost irrelevant. Just imagine upgrading your Power Distributor to have a few more pieps..

Although my favorite would be a beam laser, that decreases or increases the credit balance of the targeted cmdr. hahaha
 
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Hello Cmdr Szyslak22,

all modules can be upgraded, as I understand, making the pulse disruptor available to those that want it. I guess the thing will be, that being pledged to one Power will give you access to the specific modules for all your ships, while engineering a module will make it available for just one ship, however maybe in a different class too. I am very pleased with this, as it will drive the module shoppers away and let PP be played by power players. Anyways it will introduce so many new tactical choices, that from my point of view Power modules will be almost irrelevant. Just imagine upgrading your Power Distributor to have a few more pieps..

Although my favorite would be a beam laser, that decreases or increases the credit balance of the targeted cmdr. hahaha
Yeah, don't get me wrong. I'm extremely excited about the changes coming in 2.1 with engineers. I am in no way saying that the modifications shouldn't be made just because they're similar to powerplay modules.

I'm just dismayed that nothing has been done or will be done about the retributor until it is made entirely worthless and redundant. Most of the Alliance commanders I've talked to either A) don't care because it's so useless anyway, or B) feel like the thermal shock is a slap in the face to anyone who has been asking for a fix. Just more evidence that they don't really care about and don't assign any resources to the Alliance.
 
Hello Commanders!

Also, Powerplay modules can be ugraded using the crafting system.

Great news! So are faction weapons 'head starts' on mods really?

So I could make an Enforcer cannon as powerful as a large multicannon? ;)

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So, a retributor upgraded into a thermal shock laser would be twice as good?

Are we talking Rogan Josh or Korma hot here?

Bacon sizzling or defrost?
 
So, a retributor upgraded into a thermal shock laser would be twice as good?

Are we talking Rogan Josh or Korma hot here?

Too bad that's useless, because the way heat works, damage doesn't increase the more you have, only for how long you burn.

So, as long as the Pulse Thermal Shock can keep a target above 125%, it's better in every imaginable way.

While also having a higher class available.

While also having gimballed available.

Oh well, nothing gained nothing lost.
 
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