2.1 Speculation - 30 engineers, 41 module types: which will be chosen, and which will be ignored?

I am more curious about what will be needed to craft these new weapons / modules...

I remember Dev stating that the Retributor laser (thermal beam) will have more use in 2.1...and now we know that a new pulse laser will do just what the Retributor laser does...you see where this is going?

The mighty anti-shield railgun might actually just need the Cytoscrambler to be crafted...I hope you guys have a few of them equipped on some spare ships in the hangar... :)
 
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I am more curious about what will be needed to craft these new weapons / modules...

I remember Dev stating that the Retributor laser (thermal beam) will have more use in 2.1...and now we know that a new pulse laser will do just what the Retributor laser does...you see where this is going?

The mighty anti-shield railgun might actually just need the Cytoscrambler to be crafted...I hope you guys have a few of them equipped on some spare ships in the hangar... :)

I suspect that the "more use" claim was about how NPC's will have to deal with heat management issues in 2.1, not that a PP-specific weapon is needed for the craftable mods they're demoing. Might be wrong though. :)
 
Why one engineer per module/tweak? Maybe one engineer can tweak all laser types to do a thing (sheild regen) and another can tweak any module to do anything (make it lighter but less effective, or draw less power but put out less, or put out more but run hotter). Any of those could be applied to any module that draws power. Maybe a third engineer can do multiple modifications to a single module (make it heavisr and have more armor, or lighter with less armor, or more heat efficient at a cost to power draw, all to shield generators or power distributors or whatever). 1 tweak to 1 specific module seems really narrow.
 
I am more curious about what will be needed to craft these new weapons / modules...

I remember Dev stating that the Retributor laser (thermal beam) will have more use in 2.1...and now we know that a new pulse laser will do just what the Retributor laser does...you see where this is going?

The mighty anti-shield railgun might actually just need the Cytoscrambler to be crafted...I hope you guys have a few of them equipped on some spare ships in the hangar... :)

Requiring PP modules for crafting would be unpardonably lame. If they want PP modules to be useful they should flat-out make them bloody useful, instead of the does-one-thing-slightly-better-with-sweepingly-massive-drawbacks-everywhere-else.
 
An upgrade to make them not crash into each other?

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I hope one is a software engineer who can upgrade my game to remove bugs.

That'd be a nice start :p

I'd like to see more varieties of limpets too. Hull repair limpets, AMS limpets, laser limpets, etc.
 
I hope they change torpedos and missles from being garbage to something useful, this draws point defense and ECM to having any use, if they dont they can just remove it from the outfitting alltogether.
 
Well another newsletter today, but only more weapon crafts: missiles and burst lasers in #122. I'm beginning to think that 2.1 is combat only oriented content, I wonder if ice mining won't even be profitable and is only useful to get materials for weapon crafting too.
 
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