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Thread: Beta 2.2 - Update 4

  1. #16
    Impressive list. Cant wait to continue testing this evening.

    Thank you, Frontier!

  2. #17
    Still no engineering fish? No module storage?

    Meh.

  3. #18
    Noooooo...packhounds

  4. #19
    On the fighters, with increased boost speed we really need an increase to the 30KM range.

    Take an Anaconda planetside, deploy your fighter & have some fun in canyons, you'll soon find you explode from being too far away from your lumbering mothership.

  5. #20
    now we realy need free (fish) engineers! And great, heat effects of weapons seems balanced and adekvate!

  6. Click here to go to the next staff post in this thread. #21
    a Hutton Truck-load of updates
    ...oh... Zac went there this morning.

  7. #22
    Qustion on ECM and torps.
    Since ECM will now veer torps off course, and torps basically have one shot due to their limited ammo, coupled with reverb mod nerf... doesn't this overnerf torps completely into uselessness?

  8. #23
    A great list of updates! Well done!

  9. #24
    Originally Posted by Huita View Post (Source)
    Qustion on ECM and torps.
    Since ECM will now veer torps off course, and torps basically have one shot due to their limited ammo, coupled with reverb mod nerf... doesn't this overnerf torps completely into uselessness?
    Not everyone will have an ecm, plus you could fire off some normal missiles have them use the ECM then let loose the torps not a nerf just requires more tactical thinking. Love this update!

    I have a question, what size is the Beluga's tank now?

  10. Click here to go to the next staff post in this thread. #25
    Originally Posted by Brett C View Post (Source)
    ...oh... Zac went there this morning.
    I also did a Kerrash intro. Clearly getting too excited.

  11. #26
    Originally Posted by Huita View Post (Source)
    Qustion on ECM and torps.
    Since ECM will now veer torps off course, and torps basically have one shot due to their limited ammo, coupled with reverb mod nerf... doesn't this overnerf torps completely into uselessness?
    That's what would need testing in this release..... ?

  12. #27
    Originally Posted by Zac Antonaci View Post (Source)
    I also did a Kerrash intro. Clearly getting too excited.
    Zac, can you give us update on:

    * Module storage/transfer
    * NS/WD boost (not in changelog)
    * Fishhh for Engies?

  13. #28
    Awesome, looking forward to the update arrival, many thanks FD

  14. #29
    Significant change log - thanks team!

  15. #30
    Originally Posted by K-Rose View Post (Source)
    Any chance we can get vastly increased levelling speed of Wingmen/Pilots?

    It'd be good to test both the cost reductions in payments & also see whether Dangerous/Elite pilots are much better than when they're lower rank.
    The differences in skill between low-ranked and high-ranked AI have been apparent for quite a while already, after the 1.6/2.1 changes.

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