Please remove the redundant legacy special effect warnings from NPC attacks

Ever since special effects were removed from NPC's a substantial portion of the player base has continued to believe that NPC's use special effects because of the redundant legacy special effect warnings that are triggered by the inherent properties of certain weapons, to my knowledge plasma accelerators, rail guns and enforcer cannons, i.e.:

- Player is shot by NPC with plasma. Player receives audible "thermal attack" warning because plasma inherently raises temperature by trivial degree, hence player thinks under attack by a thermal shock/cascade weapon

- As above with rail guns or enforcer cannons, player receives audible warning intended for force shell cannons because of inherent trivial momentum effect

This misinformation has been raised in countless forum threads, see today:

https://forums.frontier.co.uk/showthread.php/346913-Are-NPC-s-engineered?p=5428306#post5428306

These warnings are achieving absolutely nothing except to "cry wolf" and confuse the player base. Please remove these redundant legacy special effect warnings from the inherent properties of weapons and confine them to when a player is really being struck by a special effect.

Thanks!
 
Yeap. As the effect on PA, rails etc. is so small and barely noticeable it really doesn't need to be told to player like you were hit by special effect.
 
Yeah, had to explain this one a few times.

Would be reasonable but at no point ever was I being struck by a PA and thought "well this heat gain means I should tactically deploy a heat sink". I guess in many ways a potential indication that the "adds heat to target" effect of all thermal weapons is not nearly as consequential as it could be - it's certainly played a remarkably limited part of my fights, and it's not like thermal weapons are immensely attractive elsewhere...

*ahem*, dno if you just heard that, but I think I heard a train in the distance coming off the tracks. My bad. Good post TS.
 
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