Did 3 haz RES trip last night EST.
Did 5 (failed 1) missions that involves random hostile encounters.
Did 2 (1 failed...

) assasination missions.
FDL. Link at Inara, but I used HUGE Beam. 2 pulses. and 2 MC.
TLDR-version: it. is. PERFECT.
Long version:
Hostile threat level:
- A couple Annacondas Deadly and Elite still have mods. One have the heat mod, the other is... I forgot what, but it's definitely Eng mod.
- Most ships encountered still uses either missiles and/or Particl Accelerator, but there's a noticeable (2-5sec) delay between shots. No more PA-gaitling-gun.
- Smaller ships like Cobra and Eagle and a lot of the medium (Vulture/FAS-series) can still outmanuever me unless I go full-4-pip to ENG or start thrusting backward. This is the same as previous 2.1, which is still much more agile than 2.0.
- Bigger things are similar with pre-patch. Python is tough as nail and Anacondas seem to turn faster than you want it to be, and either can still shower you with a tons of lasers, BUT no more DragonBall one-thousand lasers. They can also spray you with Frags and missiles at close corner. I think Annie's frags are turreted...
- Many ships still uses SCB as normal, the higher the rank, the more they could use it. But nothing my huge BEAM and 2 pulses can't chew through. And chaff, of course. They all love to chaff.
- Couple ships in wings could pull away if they're lower rank, or their lead is killed.
- Many ships behaves like they would run away at 40% hull or lower. (1 Cobra did actually get away.)
- Ships agility, AI, and firepower makes them ALL HARDER than 2.0. Especially higher rank ones. But it's now not impossible to sneak onto an elite Annaconda and walked away if you don't make mistakes.
I took on 3 of them and got overconfidence on the 3rd, I started with 50% hull and not fully behind him. He managed to out-turn me and rammed me to oblivion when my shield is nearly gone. Too late to hit SCB.
Compared to pre-patch, I'm lucky to get away with more than 10% hull against most Annacondas.
- No, I don't get better overtime. Same ship. Same loadout.
- Compared to 2.0, I could back-to-back-to-back Annacondas with 100% hull. On my Vulture.
- Ships are a little less kamikaze and a lot more complex in behaviour. They could run away while regen, or give up before the fight start, or avoid me altogether. Or try to boost away in a losing fight.
They also don't aggro unexpectedly, would actually give warning, or completely ignore me when I have zero cargo.
One USS-hunt mission a pack of 4 Master/Dangerous Cobra spawned. They gave me a warning after checking my cargo. Then opened fire. And I had to run away. Not impossible, and no more barrage of PA and rails (actually, didn't notice any railgun at all last night) or overkill lasers. Just coordinated.
- I did not get interdicted in one system where the assasination mission gave me a 15k bounty. Then again, I don't stay around that system longer than I need to.
- Police cruisers are super killer and would actually aggro any bad guys without touching me (when I don't have bounty). And speaking of non-aggro...
- Best part: I accidentally sprayed an elite MINER python in a hazres TWICE while we're both attacking the same conda. After the conda dead, he did NOT aggro to me. He just went on his way while I was turning pale as my shield were practically gone and I got no more SCB....
Seriously.
The only thing this patch can do better is if suddenly that Python in my last example would say "nice teamwork, Commander."
Then I'll blow my mind. LOL