Summary of Engineers Beta Livestream: Part 3

Powerful mines and torpedoes, alongside a gadget to prevent jumping. Sounds like a griefers' wet dream. With no planned improvements to shields it'll be interesting to see how such things are countered. A summary sheet suggests the balance shifted further towards pvp with little consideration to anyone wanting to fly a trade rig, other than the inevitable comments to "wing up or play in solo".

Disclosure: I don't fly a trade rig, they're already useless, this does seem to make them more so, though.
 
Powerful mines and torpedoes, alongside a gadget to prevent jumping. Sounds like a griefers' wet dream. With no planned improvements to shields it'll be interesting to see how such things are countered. A summary sheet suggests the balance shifted further towards pvp with little consideration to anyone wanting to fly a trade rig, other than the inevitable comments to "wing up or play in solo".

Disclosure: I don't fly a trade rig, they're already useless, this does seem to make them more so, though.

Won't the mines be helpful to traders?
 
Less RNG on modification sounds good. I really hope it will be a single roll for the entire mod and the stat distribution follows an algorithm - e.g. no "all blue" rolls, but always trade-offs.

I think Sandro implied that in the stream from last week.
 
So, the "wheel of fortune" arcade style animation is already gone at the special modification screen? great! that was really a bad idea. I would like to see some scientific scifi animation which is at least somewhat plausible instead :)
 
They dropped lots of hints relating to exploration engineers & upgrades. The maximum distance from the home system that you've travelled seems to be one stat that'll get you an invitation. Several exploration possibilities - longer range, more fuel efficient, more mass. They also hinted something about scanner changes, but never filled in the rest....
 
Powerful mines and torpedoes, alongside a gadget to prevent jumping. Sounds like a griefers' wet dream. With no planned improvements to shields it'll be interesting to see how such things are countered. A summary sheet suggests the balance shifted further towards pvp with little consideration to anyone wanting to fly a trade rig, other than the inevitable comments to "wing up or play in solo".

Disclosure: I don't fly a trade rig, they're already useless, this does seem to make them more so, though.

They mentioned later the SCBs have a ton of blueprint upgrades, just not vanilla shields. Might be a payoff worth taking...

Won't the mines be helpful to traders?

That's what they suggested yeah. And the mine seemed much more powerful than the torp. (I believe Shakespeare wrote that)
 
So is Mass lock mod a blanket you can't jump or you have to get hit by something while charging up? It just seems like once again a borderline broken mod that is going to seriously punish traders or explorers whoes ships can't be well equiped for both combat and their respective roles of exploring or trading. Also what about people who just flat out don't like to fight.
 
Hello
wow some change log. This may temp me back to Elite.
But looking at the power play bubble it's not changed in 3 months, since I gave up playing the game.
I thought it would of expanded more
What stopped me from playing elite was that I spent a lot of time to get our power to expand into a new part of space. Expansion was successful
No it wasn't. Undermined on the next cycle because it wasn't fortified and got cancelled out. It made me depressed so stopped playing the game.
So they need to sort that out on PP you expand its successful end of story.

Will have a play of it not flown my ships in ages.
see you out there, have a safe one
 
Thanks for the summary - caught the stream near the end and that list saves times.

One thing that I did get from the stream is that you're going to be able to increase the speed on your ships - awesome !!
 
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