Things that should get touched in 2.2 since it's apprently a 'really big update'

nats

Banned
I am sure the devs are more than aware of all these issues, whether they are listening ...
 
Because it wasn't up for discussion. As FD said, their main reason for not including a delay were due to time and financial constraints. You can't vote away things like that. All you might have been able to vote for then would have been either instant ship transfers or NO ship transfers. Looking at the poll results from the other thread, i guess the voting would have been in favour of instant transfers then.

Welcome to the tyranny of the masses :D

Well you timed that post badly :)
 


- Thermal Cascade is the gamebreaker of all combat


It is an abomination, yes. Please change.



- Incendiary rounds

It is not only that they convert the damage type to thermal (and not fully so it is basically a rapid fire Plasma Accelerator without all its tradeoffs), no, they also add a damn-load of damage on top. They are the best damage dealer weapon for all-round purpose ... and don't get me with frags. THIS is hilarious just as it is ridiculous. It feels like shield resistences are not present so much damage do they deal. Good thing is they are not really a burst weapon which means you certainly win almost every fight due to utterly high DPS but never kill something as your target can still high-wake fast enough due to the lack of burst damage.
If you are converting kinetic weaponary to thermal then add the perks of thermal weapons to them as well which are: Increased heat generation and distributor draw.
Multicannons/Frags have been the best DPE weapon ever since kinetic weaponary got buffed against shields but now with even more damage their DPE is better than before with even more DPS than any other weapon (yes, even railguns and plasmas), increased DPE king standings WITHOUT the tardeoffs of any thermal or non-kinetic weapon.
The only reason this mod is not overpowered right now is because we have thermal cascade which is even more overpowered to this always incredibly powerful modification.



Disagree on the frags. It's so easy to just stay out of the way.
The people that seem to have trouble with incendiary doubleshot are facetankers. They get educated quickly. On incendiary and MC's in general - I think it's skewed due to available engineers. Things like PAs, and the poor pitiful shadow nerfed APA, are hurting due to lack of engineering options. If G5 PA's suddenly were available we'd all be singing a different tune. Once you apply G5 to other weapons the game is going to change tremendously. Think about that phasing PA build you fought me with Crimson - that thing would be a different and more viable beast altogether. I don't know where FD is taking things in the long run, I just hope they maintain the bigger picture instead of kneejerking to the forums.


Good points mostly all around.


Oh - and emissive lasts too long FD. 24.5 seconds? Who on your team didn't know how to fly by radar and kept getting spanked by silent running so bad?
 
Disagree on the frags. It's so easy to just stay out of the way. The people that seem to have trouble with incendiary doubleshot are facetankers. They get educated quickly.
As a former frag user (I am taking a break on the game at the moment, and this might last a while), I confirm that as scary as double shot grade 4 incendiary frags are, these are not overpowered. They are efficient only at very close range / point blank, and it is pretty hard to nail the full burst (and when you do, it's damn fun/rewarding).
Now they are very easy to nail against big fat ships, but these big fat ships have generally impenetrable shield + cells anyway.

Oh and, incendiary does generate additional heat. A triple burst of frags double shot generally overheats your ship if you use boosts in a dogfight, even with clean drive and low emission powerplant.
 
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I honestly don't have an issue farming engineer materials that are found in the wild.

I fully 100% without a doubt agree that the mission reward materials nonsense needs to go or be a selectable reward at turn in
It would be nice when handing in missions to have a choice of A--more credits, or B--- more materials with less or NO credits.
 
I agree with what the OP says. I can't help feeling that many of the current features are either not finished, or simply implemented in such a way that they break immersion, and detract from the Elite Dangerous experience that we are all looking for. I am talking of NPC's, gameplay mechanics that have nothing to do with skill, and the flat flat flat, mostly textual nature of all interaction.

I really hope too that Frontier reads these posts and takes at least some of it to the discussions they must be having on what to do next with this great big universe of a game.

And so it has always been ...
 
I don't know where FD is taking things in the long run, I just hope they maintain the bigger picture instead of kneejerking to the forums
they need to knee the forum in the nuts.

Portalus had an elegant solution to forum whining when they took over PotBS. They just didnt have any forums.
 
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