Most of my PvP not-disposable ships have shielded FSD.
What do you mean by 'not disposable'?
Most of my PvP not-disposable ships have shielded FSD.
When the players travel, they do use Increased Range FSD
When they fight, they're usually using Fast Boot FSD (or undersized FSDs to lighten the ships) on Shield Tanks or Shielded on Ships that are expected to lose shields and still fight.
Ship transfers and Carriers make this even more obvious since people are do not really need to do Travelling in their Combat ships.
You've declared nobody uses that effect?
It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens. Given they are exposed to hundreds or even thousands of players, that makes for a pretty decent sample size.
Sure, it's just not a very fun experience to need to transfer in your long range FSD, swap out modules, jump to your destination, and then do that whole process over again. I figure, why not let players play the game a bit more smoothly, while still retaining the clear advantage for Long-Range for general traveling purposes?
Not sure I'd base anything on a ganker's observational capability.It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens. Given they are exposed to hundreds or even thousands of players, that makes for a pretty decent sample size.
It's certainly a significant rarity. Several of the more prominent gankers, for example, only see them very rarely, to the point they vocally notice it when it happens.
Not sure I'd base anything on a ganker's observational capability.
Well, it probably needs FD to take a look at the stats and see how much it is being used. Same with lots of other mods.
How many people add integrity to limpet controllers for example?
Or what about inertial impact with its 3 degrees of jitter? I'd guess that is used even less than shielded FSD.
Well, it's balance
At least in the case of the FSD - all blueprints do make sense and they're useable. (and as i said i dont feel any changes are needed)
That's not the case for Thrusters for example.
Everyone is using Dirty Drives with some niche use for Clean drives (explorer mostly), but even Clean Drives are usually employed because some misconceptions (they generate more heat in supercruise than Dirty Drives, a thing that escapes the vast majority of explorers that are using them)
Reinforced drives? Is anyone using them? (Just a genuine question - i'm not asking for any buffs because i have no idea how to make them balanced in regards to DD and Clean Drives)
The ones I use to hold merits... if a ship is disposable, I have no jump range so I go kaboom with no regrets.What do you mean by 'not disposable'?
Apex is the solutionSure, it's just not a very fun experience to need to transfer in your long range FSD, swap out modules, jump to your destination, and then do that whole process over again. I figure, why not let players play the game a bit more smoothly, while still retaining the clear advantage for Long-Range for general traveling purposes?
nobody talking about shieldless combat ships, like for ax combat? why would i need increased range? i fly with my taxi and transfer my combat ship. more integrity defo better in this case, or also faster boot seq