I wrote thoughts on the initial page of this thread but since 14.02 and the mini patch, thought it apt to update my feedback. Many of the original bugs have been squashed and CZs generally instance ok, if a bit rubber-bandy at times of heavy traffic. However, there are some issues that really need addressing.
-
Re-activation Missions. While the concept behind these is great and I can see the potential for non thargoid combat gameplay here, the implementation is poor. The upshot of reactivation is that the thargoids can invade again a week early. This should have been the other way around. If all settlements are reactivated, it should have given them a buff against invasion or given pilots flying in the re-invaded system buffs to combat. As it is, by carrying out the missions, we are losing the systems quicker.
-
Thargoid kill recognition. This is either an intentional pain in the butt, or a really frustrating bug that needs fixing. As far as I can gather, you get the cash payout for landing even a single shot on an interceptor but unless you actually kill a heart (maybe even the final kill-shot), you don't get the kill recognised. This was not so much of a problem with the 4xAX limit, but now a 6-shard Conda can sit out a hydra battle, flying in only to one-shot the hearts and take the kill. The other umpteen cmdrs who put in the work cannot get rank, mission or tharg stats.
- underground interceptors. While I have no problem with any thargoid interceptor burrowing under the planet surface to escape a thumping, it does annoy me that they don't take damage from hitting the surface and can still use weapons from their impenetrable underground fortress.
- Shutdown Field Notification. Sometimes, especially when there are multiple interceptors in a small area, the notification of the energy surge doesn't appear, or appears after the event. This can be extremely annoying when fighting above a high G world.
-
Random caustic clouds. These seem to be invisible and the level of caustic damage delivered is extreme to the point of burning them off requires over 200% heat and removes hull points so fast it can kill before the decontamination is complete. There seems to be no way to avoid these clouds at present.