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Thread: 2.1.05 update incoming

  1. #61
    Originally Posted by Kzak View Post (Source)
    This patch has several good Engineer changes. If you collect a data item by scanning or a material item in a SRV/ship, you get 5x that item. Commodities are unchanged (no storage as of yet). But having the data/materials far more available is a good thing. Remains to be seen if the recipe changes are good or not.
    Hm ... for me this looks like a "cheap" solution to the grind.

  2. #62
    Probably pointless asking but are the commodities requirements for engineers removed as of this patch as per last newsletter as patch notes don't specify much about the engineer changes?
    Commander Shardinara Cry - Contract Labour Relocation Specialist and Empire Enforcer

  3. Click here to go to the next staff post in this thread. #63
    Originally Posted by nathdixon92 View Post (Source)
    Can you elaborate on Balance Thermal weapons...ie specifics

    - - - - - Additional Content Posted / Auto Merge - - - - -

    Wait...5 per micro resource? Holy hell
    EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'

    Sorry about that.

  4. #64
    Originally Posted by Shar View Post (Source)
    Probably pointless asking but are the commodities requirements for engineers removed as of this patch as per last newsletter as patch notes don't specify much about the engineer changes?
    It was already clarified they are not going away - we misunderstood.

  5. #65
    Three cheers for patchy mcpatchface! Thanks Frontier.

  6. #66
    Thank you for the TrackIR fix.
    Has anyone in the FD office noticed that the RNG mission in the Inbox lacks information about who you are offered the mission for?
    It would be nice to know whether it's a pirate / fed / imperial / alliance / independent organisation?
    Only a picture is present in the Inbox-missions.
    Sincerely, Cmdr John Stoutbeard.
    Member of the Canonn Interstellar Resource Group
    Youtube :: UA-Wiki
    Twitch :: http://www.twitch.tv/panzertard | Youtube Gaming :: Live

  7. #67
    Originally Posted by Sacman View Post (Source)
    Hm ... for me this looks like a "cheap" solution to the grind.
    I'd say it's still far of any kind of solution whatsoever. If you don't drop a material it matters exactly NULL how much of it you would be getting.

  8. #68
    If it was only that it would only be a major annoyance but the fire mode is resetting itself every few seconds. I cannot get out of the starport without all my very expensive turreted weps going offline because some !*%$*@? setting keeps changing itself. It isn't just every time I jump, it is every few seconds!

    I read a post this morning that says the ship must have at least one gimballed or fixed weapon in the same fire-group as the turreted weapons, to act as a "master designator" so I switched out my turreted chin-mount laser (Python) for a gimballed version. I will post the results of the change, if any, tonight.

  9. #69
    Originally Posted by Shar View Post (Source)
    Probably pointless asking but are the commodities requirements for engineers removed as of this patch as per last newsletter as patch notes don't specify much about the engineer changes?
    No. The commodities were never removed, nor was it mentioned that they would be.

    If you reread the newsletter with this in mind, it becomes obvious that this is what it says. It becomes confusing because of the term "materials", which in normal vernacular would include commodities. The word commodity is never used in that part, and the only thing that alludes to it is "reduced cost" for the low level ones, and that can be interpreted as removing commodity requirements from those.
    In-game: CMDR Vectron

  10. #70
    Originally Posted by sp0q View Post (Source)
    I'd say it's still far of any kind of solution whatsoever. If you don't drop a material it matters exactly NULL how much of it you would be getting.
    Have to agree ... RNG is here to stay ... Right on RNG!

  11. #71
    Originally Posted by Edward Lewis View Post (Source)

    NPCs
    - Increase the threaten timer across the board for all AI. Pirates have slight higher since they are waiting for cargo to be dropped
    - Set all AI ships in lawful space to have an interdiction rank range of 2 or less ranks below their own, and all AI ships in anarchy space to have an interdiction rank range of 3 or less ranks below their own
    - Slightly reduced Anarchy interdictions, whilst keeping them more dangerous than lawful systems.
    Very interesting! The threaten timer extension is a great idea!

    The second point in the quote, is that across the entire board? Will AI ships never look to interdict those on their own level? Will Deadly and Elite ranked commanders never get interdicted? That makes it more dangerous, which is pretty darn cool.
    Pirate
    Beta backer since August '14
    I'm lurching around Open like some kind of paranoid, psychotic Space Jesus - DocLooshKin


  12. #72
    Originally Posted by Edward Lewis View Post (Source)
    EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'

    Sorry about that.
    Ah. Well, 3x data/material item is still way better than 1x! Saves time especially on hunting down the hard-to-find components.

  13. #73
    Originally Posted by sp0q View Post (Source)
    It was already clarified they are not going away - we misunderstood.
    Oh, you learn something new everyday, live long and prosper.
    Commander Shardinara Cry - Contract Labour Relocation Specialist and Empire Enforcer

  14. #74

  15. #75

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