Patch Notes Update April Update - Patch Notes

For a minor update, this certainly brings a lot to the table. I feel like Trade just got a nice little overhaul.
People still trade?

I did. Ages ago. Loved it. But now, you get to a point where doing missions with an Allied faction is a lot more profitable. You can get paid 5M CR just for transporting biowaste down the road.

And that was before Void Opals arrived.

So, while the trading improvements look great and are welcome, I think they've arrived too late given the current state of the game. They'll be great for new players but most vets know there's much better ways to make money in the game.
 
FDev Manager..... "Feedback is telling us we need to nerf Shield Boosters."

Dev ..... "Boosters ... right, I'm onto it."

Checks through list of engineering mods available ......


Dev .... "OK, we've found an engineering mod that will counter those Boosters nicely !"

FDev Manager .... "Great, fix it and post it in the Patch Notes for Monday. The players will be pleased with how we respond to their needs!"
This patch would nerf both permaboost and shield boosters (because ECM/PD would gain in utility). Let's face it, both of these need nerfing. Is there a less gank enabling way to do it? Probably. But I'd argue that rather than this, why not just add a cooldown to drag munitions? So it's not perma-anything.
 
i think a lot of you are just overreacting. that drag munitions change makes so much sense. why could you use boost when the engine has limited performance?
 
Hey will!

I hope we can disable the "training simulation" button from our menu. It's helpful to new people, well it's not a requirement tho, but I'm not against it. However, I'm against seeing a big button that shows "training simulation" while I have more than 600 hours (I know it's just a small fraction to some players)

I can't wait for new updates! Even I can't use new modules since I'm in the beagle point lol
 
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