Well the obvious answer is 3.
This is bad... VERY VERY bad.
Bad design decision.
If anything I was hoping we'd be able to get more.
AT LEAST allow us to synthesize more on the fly!
Well the obvious answer is 3.
This is bad... VERY VERY bad.
Bad design decision.
If anything I was hoping we'd be able to get more.
AT LEAST allow us to synthesize more on the fly!
Well I think as someone else has said elsewhere (or here, dunno)
Frontier have stated SCBs are intended as emergency use items.
Not SCB, SCB, SCB, SCB, SCB, SCB tanking, firing ad nauseum in every single encounter.
Well I think as someone else has said elsewhere (or here, dunno)
Frontier have stated SCBs are intended as emergency use items.
Not SCB, SCB, SCB, SCB, SCB, SCB tanking, firing ad nauseum in every single encounter.
If they really think that, then why on earth don't they just limit them to one bank per ship. The idea that that promotes cookie cutter identical builds doesn't really follow.
The same with heat sink launchers. If they don't want players having more than a certain amount, place a hard limit on how many you can have.
If you want to control heat, SCBs and HRPs, address them directly. Not everything else just to accommodate changes because it throws balance for everything out totally out of whack.
What else has been thrown totally out of whack?
Oh I dunno, the meta for one.
I was about to say that. They had the solution with limiting it to 1 SCB per ship. Instead they've gone off on this tangent to keep everyone happy and it's been worse than a bandaid since it's very short sighted.
If you want to control heat, SCBs and HRPs, address them directly. Not everything else just to accommodate changes because it throws balance for everything out totally out of whack. Kind of like PGI's approach which was been stagnant ever since they introduced quirks. So much so that every attempt they've done for balance has been a disaster.
The meta is changing? Crikey.
Their changes is what brought about the current SCB and HRP meta. Things were a bit more dynamic prior to that, aside from SCB candy popping.
I was about to say that. They had the solution with limiting it to 1 SCB per ship. Instead they've gone off on this tangent to keep everyone happy and it's been worse than a bandaid since it's very short sighted.
If you want to control heat, SCBs and HRPs, address them directly. Not everything else just to accommodate changes because it throws balance for everything out totally out of whack. Kind of like PGI's approach which was been stagnant ever since they introduced quirks. So much so that every attempt they've done for balance has been a disaster.
What else has been thrown totally out of whack?
The thing is, that they change a module that is used by different players, playing in different ways, in order to 'fix' one thing, that then potentially messes things up for everyone else.bitstorm said:What else has been thrown totally out of whack?
Sorry but what else is "totally out of whack"?
Yes lots of the items have multiple uses, but what is "totally out of whack"?
I didn't use the words out of whack as far as I can remember...
But for me then, limiting heat sinks to 3 means that I cannot use my single SCB module to it's full effect as it has four charges. Not game breaking, just a PITA that I'd rather not have when playing the game.![]()
Well sure but that was what I was wondering about in the post you quoted.
People complaining the game is totally out of whack and it's nerfing other roles because heat sinks went from 4 to 3. I just don't see it.
It seems a minor change at best. Absolute worst case scenario seems to be you have to add another heat sink.
Of course, except I don't have room for another heat sink launcher, without removing another utility module that I consider useful / important, and that's without a point defense that by all accounts may become kind of useful in 2.1...
The thing is that they seem to be trying to coerce people to do things rather than just say hey, you can only have this many / much of this thing, just like they do with shield generators and fuel scoops. It seems kind of a roundabout way of doing things, and at this point, I don't see it adding to fun gameplay. On the other hand, they mentioned that SCBs were going to be very upgradeable by engineers, including heat generation, so perhaps that will make my issue moot.![]()