Some feedback on Multi-Limpet Controllers

ED are nothing if not consistent.
Must nerf fun.
The idea of 'balance' in this regard seems ..... problematic. (Is a mutli-controller just the separate controllers slapped together and shrunk?).

Came back to try the game (again) after update 9 and was greeted by the usual 'design choices/philosophy' that eventually drove me away - plus bugs. of course Disappointing but not unexpected, sadly. YVMV of course.
 
They've stated in the past that when introducing a new feature they initially aim for the end of a scale and then bring it back to find the right balance. While that is a good idea IN HOUSE during testing it is a terrible idea to do to your customers coz it shows downright contempt for an already exasperated player base. "Oh will wang this module in at the Z value and wait for those saps to complain enough to tell us where it really should be"

No you should NOT Fdev.. you should test your stuff appropriately, play your game enough to know what is stupid and what isn't and aim for as close to good as possible then refine accordingly. If you use our outrage as your balance indicators you won't have many players left soon. Frankly most of us have already put up with enough.
Yeah - I could understand them putting them in at the heaviest end of plausible, since it's almost impossible to make a module heavier post-release but very easy to make it lighter, and whatever testing they do isn't going to show how they're used in reality 3 months on ... but that would suggest starting with something in the 10-15t range, not 50t.

I have to assume at this point that it's a decimal point shifted a place, and it wasn't picked up in testing because they were testing the limpet controllers, not the overall build.
 
I agree but yet again that is something a regular player wouldn't miss. How many eyes were on this as it was being decided and no one said "Hey that's crazy, no one's gonna wanna use that size 3 at that weight"
 
I agree but yet again that is something a regular player wouldn't miss. How many eyes were on this as it was being decided and no one said "Hey that's crazy, no one's gonna wanna use that size 3 at that weight"
I'd be willing to bet that the modules were originally designed for size 5 slots. And then they concluded that they weren't usable on enough ships in that size so they made them all size three without adjusting stats to match. Its the simplest explanation that fits how some of the modules are literally the same weight as a pair of size 5 limpet controllers of the correct types mashed together.

Nevermind that anything that fits a size three slot that weighs the same as a more standard size six or seven optional internal module is going to get hard panned because it absolutely murders the jump range on smaller ships. Which makes the additional number of ships they can "technically" be applied to practically meaningless for most practical content.
 
I agree the size 7 would be great in an Explorer Cutter but that is exactly the ship I do not want to use to explore with. So I am at the point where none of the new limpet controllers are useful and from my own perspective the Scorpion is also useless. I can see a pattern here, not sure what but there is a pattern
 
But what power is being crept? Limpets, flight assists and such are not about a y kind of power. They are about qol, being able to access content and so forth.

Yesterday I made a true multirole corvette that can do nearly everything at least a bit. It's a lot of fun, and makes it very clear how sad it is most ships just cannot be any kind of true multirole at all. It's fine that an expensive ship is better in a sense but a cobra should be able to be outfitted in such a way it is truly multipurpose.
I agree, I just don't want to make my feedback unrealistic to what Frontier have decided is balanced, because it's doubtful FDev will ever look at limpets again after tweaking these multi-controllers. For the record, I'm one of the people that firmly believe that flight assist modules aren't "build choices" and should be standard on every ship, because it makes zero sense for a computer to take up an entire internal slot.
 
I agree, I just don't want to make my feedback unrealistic to what Frontier have decided is balanced, because it's doubtful FDev will ever look at limpets again after tweaking these multi-controllers. For the record, I'm one of the people that firmly believe that flight assist modules aren't "build choices" and should be standard on every ship, because it makes zero sense for a computer to take up an entire internal slot.

Completely agree. These are quality of life features only, they should not be so prohibitively expensive as all they do is open up extra gameplay, and all gameplay should be make as accessible as possible. It’s not like there’s great rewards behind megaship rescues or helping stranded pilots to begin with. Access to that should come with little or no compromise.

Things like landing or supercruise assist should automatically be available on every ship with the ability to turn it on or off. You shouldn’t need to use a module slot for basic functions like that, just like flight assist or rotational correction.

Stop making gameplay so annoying to access. It’s bad enough that there’s so little of it to begin with.
 
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I think, if FDEV want these new multipurpose controllers to be a viable alternative rather than a no-brainer replacement for the older modules, then it's reasonable to have a 3-in-1 limpet controller add more mass than you would add by installing 3 separate controllers. There absolutely should be meaningful tradeoffs!

Currently, though, the size 3 modules add way more mass than 3 separate controllers, to the point of seeming absurdity. The size 3F "Operations" controller, for example, clocks in at nearly triple the mass of the heaviest possible configuration if you'd installed one of each relevant size 3 controller in 3 separate slots. And this is the lighter of the two!

I guess maybe the intention is for these modules to mostly be installed in large/heavy ships, where the module slot real estate is more valuable than the weight?
 
The new class 3 controllers are absurdly heavy. Why add something that could have been a great incentive to engage in a more diverse gameplay and punish players who actually want to use them? What is the thought process behind making the new controllers much more heavy than anything else in their class? On small ships, a single module can easily outweigh all other equipment. The added mass of the single controllers is FAR LESS than that of the new combined modules. I cannot understand why, and it frustrates me greatly.
 
The added mass of the single controllers is FAR LESS than that of the new combined modules. I cannot understand why, and it frustrates me greatly.
The cost is more weight, the benefit is getting two empty module slots back to use for other things. Sometimes the benefit to you will be enough to bear the cost of reduced jump range, etc., sometimes it won't and you'll make do with fitting less modules in your ship.
 
The cost is more weight, the benefit is getting two empty module slots back to use for other things. Sometimes the benefit to you will be enough to bear the cost of reduced jump range, etc., sometimes it won't and you'll make do with fitting less modules in your ship.
One "sometimes" of the two in this context is a lot smaller than the other though :ROFLMAO:
 

Deleted member 110222

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Been trying to find a rundown of what the different controllers do.

Can anyone provide some info on the specific function combos?
 
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