Yes, it comes from a verified source.Should we believe these patch notes? I thought all information about future releases was published via 4chan these days
Yes, it comes from a verified source.Should we believe these patch notes? I thought all information about future releases was published via 4chan these days
"Drag Munitions" engineering modification now disables the victims boost function whilst it is active
I'm sorry what? Drag munitions are already very powerful and annoying do deal with... you want to make it so that we can't boost at all now?
You do realize that drag munitions can be applied to seeker missiles right? A weapon that can be spammed over and over again at a target and that - if in packhound form - can barely be evaded if at all. You're basically making it impossible to survive in PvP if you don't have drag munitions now, and you're making fast ships obsolete in PvP (notably the Mamba and Krait Phantom you happily introduced recently; their entire strength is their speed).
It seems like another change which has been haphazardly implemented without consideration for balancing. Please, please don't go through with this - drag munitions are plenty powerful enough as it is.
I agree entirely with this - the proposed buff to drag munitions means a pilot in a wing fight under focus would simply not be able to evade a single shot. Every time it is applied, that is 5 seconds that a pilot cannot boost to evade incoming fire, 5 seconds the enemy team has to melt through their shields and hull. And when drag is over? It would simply be applied right back, via packhounds or frags. Not only does this take part of the skill out of wing fights - it removes all the fun.I'm sorry what? Drag munitions are already very powerful and annoying do deal with... you want to make it so that we can't boost at all now?
You do realize that drag munitions can be applied to seeker missiles right? A weapon that can be spammed over and over again at a target and that - if in packhound form - can barely be evaded if at all. You're basically making it impossible to survive in PvP if you don't have drag munitions now, and you're making fast ships obsolete in PvP (notably the Mamba and Krait Phantom you happily introduced recently; their entire strength is their speed).
It seems like another change which has been haphazardly implemented without consideration for balancing. Please, please don't go through with this - drag munitions are plenty powerful enough as it is.
There is no counter to them whatsoever. You won't be able to outrun seekers and hounds, and won't be able to avoid frags. You'll get hit by them and then you might as well have your thrusters turned off.Are you saying there's no counter to those weapons?
+1 to this, i for one am not getting along with having to change modes to use features that i have dedicated bindings for when in real space.getting rid of the paradigm of mode switches
Are you saying there's no counter to those weapons?
"Drag Munitions" engineering modification now disables the victims boost function whilst it is active
Right, so some dude hits me with a drag hound and pulls a reverski. He continues to spam drag hounds at me, going backwards at 400. I can't boost, stuck at my cruise speed of 400. He wins as now my ship is incapable of boosting to close distance. Welp, time to stop trying to do competitive PvP and just gank
btw, who had the genius thought that drag wasn't strong enough as it is?
ah right, sick. Previous method of catching mr. reverski was to boost 560 as he's drifting backwards at 400. Now I can't boost and can cruise to 350. Even betterRemember, there's a drag effect on you, you won't have that wonderful 400 m/s cruise speed anymore
ah right, sick. Previous method of catching mr. reverski was to boost 560 as he's drifting backwards at 400. Now I can't boost and can cruise to 350. Even better