Point taken. English is not my first language. Your subtle humour eluded me.If using lore can have developer blunder fixed, yeah I'm ready for that.
Y'all noticed my post was hoping to tackle [FD's] lore sensitivity with a bit of irony, suggesting even the Thargoids would fear these bugged scouts as they would already have seen them wipe out the Guardians million years ago, and only FD's devs could now save us, them, the galaxy. Well, humor, never mind.![]()
So that's it : a Guardian construct saw a revolted scout pass by, thought "Oh bummer, while dealing with the Guardians we forgot the Thargoids" and hailed it.
S : Hey ! Y'know, we're getting in trouble with those metal boxes, humans they call themselves, they tear us scouts to pieces and the Titans don't give a heart...
G : Yo, we saw them too, they don't look so cunning, they keep coming here to get the same old outdated bummer blueprints again and again. Lulz.
S : ... and they shred us with that. Can you help ?
G : Huh, lemme see... Wow wow wow, you can't spit sht. Go grow something else, evolve it from your bros - but don't tell your Titan, or it will one-shot digest you. And don't go alone. Spread the word, spread the genes. Come back when you're done with humans, we'll deal with the Titans and Motherbrain and then ye king of the Galaxy, man.
S : Yay, be right back !
G : (sigh) stupid as the others...
![]()
Aged wellI imagine fdev won't touch this issue.
You have a caustic sink installed? It’s known to cause that bug where you can’t use the regular rearm option because reasons, if it holds a partial caustic charge. Instead you have to go into the advanced maintenance tab.PS: I can repair, but it seems to be wildly incosistent.
I did have a caustink sink that was partially filled and that's exactly how I got my ship repaired. Went into Advanced Maintenance and repaired my ship integrity. Repairing the ship integrity repaired the hull and modules aswell. The anti-guardian field destroyed the shardcannons once more while still being docked and reparing them was only possible by launching and docking again.You have a caustic sink installed? It’s known to cause that bug where you can’t use the regular rearm option because reasons, if it holds a partial caustic charge. Instead you have to go into the advanced maintenance tab.
No worries, I'm sure the very talented Fdev team will make us grind yet again for some anti-guardian field neutralizer.I did have a caustink sink that was partially filled and that's exactly how I got my ship repaired. Went into Advanced Maintenance and repaired my ship integrity. Repairing the ship integrity repaired the hull and modules aswell. The anti-guardian field destroyed the shardcannons once more while still being docked and reparing them was only possible by launching and docking again.
There still wasn't any way of rearming my ship though.
Furthermore I couldn't enter the Pause (ESC) Menu and going to Supercruise was also not possible. After reloging going to supercruise was possible, but I could only enter the Pause Menu after gaining 100-150kms of distance to the surfaceport.
maybe they'll also come with utility mount adapter to allow use to double up there and then a new double overcharged power plant power it all.. And the list goes on and on...No worries, I'm sure the very talented Fdev team will make us grind yet again for some anti-guardian field neutralizer.
Utility Slot count [or lack thereof] is definitely starting to become an issue … I would propose adding two dedicated Heat Sink mounts to all ships / ships with 4 or less Utility mounts. Maybe as a Credits purchased “upgrade” available at all stations so they don’t turn up “by magic”.maybe they'll also come with utility mount adapter to allow use to double up there and then a new double overcharged power plant power it all.. And the list goes on and on...
maybe they'll also come with utility mount adapter to allow use to double up there and then a new double overcharged power plant power it all.. And the list goes on and on...
Exactly how I feel. Instead of focusing on improving weapons, armor, defensive capabilities, sensors and so on...anywaySeriously though, the amount of module/weapons creep is getting out of hand. The current strategy seems to be just to throw another module at every issue.
Which drives the module expansion...Exactly how I feel. Instead of focusing on improving weapons, armor, defensive capabilities, sensors and so on...anywayI don't wanna make OP mad since this thread is about Scout damage.
![]()
Not really, there is big difference between improved weapons vs patching weapons with endless modules. Weapon stabilizer is a good example. Or improve ship sensor that can target and identify Thargoids without the need for so-called Xeno scanner on top your existing sensors.Which drives the module expansion...![]()