Summary of Engineers Beta Livestream: Part 3

no module storage, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO, rest looks good but NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooo
 
  • No engineers mods for shields. Yet.


Shields can be upgraded but not "special" effect" yet, was how I understood it
 
no module storage, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO, rest looks good but NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooo

But we can resell the modules ? I do not see
 

Deleted member 110222

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Manoeuvrability can be changed...

Hopefully that means for my Cobra Mk IV what I hope it means.
 
no module storage, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO, rest looks good but NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooo

Not in the immediate release they said but on the table for future.
 
But that doesn't change the fact that it will be grind&gamble with no way to save good but not ideal outcomes.

Well you can, it's just a PITA doing it via ship swap outs.

I guess at least the special mods being weapon only for now mitigates the issue what with "storage" ships having many weapon mounts.

They did say they intend to add module storage to the game but it isn't in 2.1. =/
 
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Deleted member 110222

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And speed and jump range.
Let us pray!

Mobility is my main concern. Speed is secondary. That can be worked around in a dogfight. Steering like a cow can't.

Jump range? I'm fine as it is, so that's tertiary.
 
Thanks Sisko as always, 2.1 will change everything, Cutter pilots will improve there agility, FdL/gunship/Corvette will improve jump range etc...


No more punishment for using the ship we like now, it's all about choice, everything i like.

An little ships get weapons that may make them even more competitive against cutters and Corvette.

- - - - - Additional Content Posted / Auto Merge - - - - -

Anyone else excited to try the 1000ms Sidewinder?
 
mass lock weapons

Does the FSD disrupting stuff includes low and high jumps?
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And Yes - masslock weapon :D close to what has been suggested in the past. In general I like the electronic warfare approach. Now we need crafting from scratch [SUB](EvE)[/SUB].
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(19/08/2015) Since there is some discussion about preventing CMDR's to jump out of combat using FSD and some ideas came up by others, I post my idea here
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Why shouldn't I be able to retreat when things go south or I'm simply not equipped to overcome the threat. I think a lot of players would not be happy to be forced to fight when there is a ship module that locks them down. Then there will be the cry for a counter FSD lockdown module. (EVE-like, anybody?)
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I get the point but would rather see it as a temporary disruption that actually uses ammo, like a drone / limpet - i.e. a mass lock limpet/drone that slows down the charge rate. You can shoot it to get free - it easier than shoot at the module of the attacker. And they should not add up - one mass lock drone per instance and it should affect all ships. Like a gravity bomb or so. You'd think twice to use it, since there might be reinforcements coming in and ending up locking yourself and can't escape.
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Actually the more I think a bout it

  • A mass lock drone/limpet creating a temporary gravity disturbance/well resulting in a mass lock to slow down any FSD charge rate
  • Ammunition, Eats 1-2t's of cargo. gives you 30s - 2 min. Should be enough, or?
    • Can be destroyed
    • OR triggers and the mass lock is there for the given time
  • A control module and uses cargo (max. number per ship?)
  • Has a cool down time of several minutes
    • Can be overcome by wings, where each ship has a device (yes / no)
    • OR Should not be overcome by wings, since it somewhat messes with the universe the modules re-use is determined by the instance. No one messes around with the universe and thinks it wouldn't bite back
  • Affects everyone in the instance
  • One mass lock drone per instance at a time
  • could/should be illegal to use
  • Punished when used close to stations, or within
  • Could do some damage to everyone close by, similar to interdictions
  • Risks to user and anyone in instance. e.g. 1/2 dead wing mate can't jump out and gets fried as a result
  • Strategic weapon
Thoughts?
 
There is a lot of stuff on that table.

Indeed, there is an entire galaxy to fill with stuff. Would you like them to "clear the table" instead?

I must say that it certainly sounded like module storage (and transfers between ships) and ship transfers (to your location) was not too far off even if we won't see it in 2.1.

I have to say I think its a core feature necessary to make this patch work, but hopefully i'm totally wrong!

As Sandro said on the stream. He rather have us play with all the new toys now instead of having them held back due to storage not being available yet.

I do want my toys! :cool:
 
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They said about "data materials" so you can carry 100 of these.

The also used an example of scanning a "high wake" to gather data materials.

Imagine if you have to scan the high wake of another ship using a modded FSD to get that same FSD!

Or similar with say shields, need to find a ship with a modded shield to gather the required components to mod your own shield!
 
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