So in this game, all that is already there, so yay! 2100! Mark 1, please, BECAUSE MARK 2 HOLDS LESS!Mark one had to manually equip thrusters and a power plant and life support.
With all that, it actually had closer to 1100.
So in this game, all that is already there, so yay! 2100! Mark 1, please, BECAUSE MARK 2 HOLDS LESS!Mark one had to manually equip thrusters and a power plant and life support.
With all that, it actually had closer to 1100.
As has been pointed out in this thread, the 2100 was before the core internals, not after.So in this game, all that is already there, so yay! 2100! Mark 1, please, BECAUSE MARK 2 HOLDS LESS!
Um...got that a tad backwards, I think.So in this game, all that is already there, so yay! 2100! Mark 1, please, BECAUSE MARK 2 HOLDS LESS!
Ok, let's say that this applies, and in this game, you could do that. What is the improvement in a Mark 2 next to a Mark 1? graphic excluded obvsAs has been pointed out in this thread, the 2100 was before the core internals, not after.
if you don’t like my comment, don’t reply?If you don't like the gameplay involved in colonisation, don't do it?![]()
I would've thought the most obvious inference from my reply would be that I don't spend time on things I dislike. I find this leaves me with more time for stuff I enjoy, so I merely suggested you adopt the same approach. Do as you will, of course.if you don’t like my comment, don’t reply?![]()
Native SCO compatibility?Ok, let's say that this applies, and in this game, you could do that. What is the improvement in a Mark 2 next to a Mark 1? graphic excluded obvs
Probably the fact that the Mk 1 does not exist and is not a real thing in elite dangerous and it belongs to a different game altogether?Ok, let's say that this applies, and in this game, you could do that. What is the improvement in a Mark 2 next to a Mark 1? graphic excluded obvs
thank you for your permission.I would've thought the most obvious inference from my reply would be that I don't spend time on things I dislike. I find this leaves me with more time for stuff I enjoy, so I merely suggested you adopt the same approach. Do as you will, of course.
I would think that's a given. If not, stock up on earplugs, because it's gonna be loud.Native SCO compatibility?
Kind of, kind of not; if I recall correctly there was a time when the Orca was the only ship that could fit luxury-grade passenger cabins.If I understand correctly, these will be the only modules in the game that are specific to one single ship?
More correctly that specific slot type which can carry the improved cargo racks are exclusive to the Panther for now. The way they worded it, there might be coming more special slot types with further new ships.If I understand correctly, these will be the only modules in the game that are specific to one single ship?
50% is a pretty big jump imo50% isn't enough, it's just not. They didn't even confirm that much, they said "around 50%". Which could mean even less.
The hardpoints are also just...really bad. Everyone told me to ignore the data-mined numbers that came out a few weeks ago, and it turns out that's exactly what the PC will have, ugh.
Just a major let down. It's too big and slow and poorly armed to do anything but hauling, but it doesn't excel enough as a hauler to make the tradeoffs worth it for Colonization.
(Previously when FDev have talked about Size 1 slots, they include the one that's only for Planetary Approach Suite.)
nope - a Cutter hauls 794 to per load on optimized role, a T9 788 to, so the Cutter hauls 6 tons more.Usually, it seems like a Cutter can haul more cargo in less time even though a T9 can carry more.