As in , what does "FA Off" nerf mean? Flight Assist nerf i'm guessing?
Originally, FA Off had less input instability/jitter and also didn't have any directional velocity caps at all, or even any boost bleed. It was overpowered and caused quite a few problems, but the steps taken to improve balance here went too far and made little sense. The current FA Off limitations are overtly gamist and largely inexplicable from any in-setting perspective.
And could you also please elaborate on that ^ as well?
As in, what were the "unintended side-effects" exactly?
Prior to beta 3 the velocity caps were much softer...the ship could not apply more thrust than it's thrusters could normally produce to limit speed. An unintended consequence of this was that there was no hard speed cap and the right maneuvers could force a ship well beyond advertised limits. For example, I could fly in a large loop and bring a Viper Mk II to several kilometers per second.
Frontier's fix for this was to allow the thrusters to apply some absurd multiplier of their normal thrust, but only for the purposes of more closely adhering to arbitrary velocity caps. This makes all ships operate much differently near their peak rated velocities than before. As you approach the speed cap, you hit a wall and it feels as if the hand of god has come down to force you back onto the rails...it's weird to anyone who experienced the prior system, or any truly Newtonian physics simulation, even ten years after the fact.
Wait so before , we'd have to get/wait for a SENSOR lock to complete before being able to target/fire upon enemy ships?
No, sensors used to be targetable internal module and destroying someone's sensors was often the quickest way to a soft-kill.
They removed the ability to directly target sensors (though if someone remembers where the module was located, it's still possible to deliberately target it without relying on the overlay/microgimbal...python sensors, for example, are about half way between the ship's nose and cockpit) because in the days before reboot/repair, losing sensors meant losing the ship as one couldn't target a station to request docking permission. This kludge was unnecessary once they added reboot/repair, but they never restored the ability to target sensor modules, which stripped a fair bit of depth from combat and removed potential outfitting considerations down the line.
How so? Elaborate please if you can thanks.
Long range smuggling was so lucrative when it was introduced that it removed most of the incentive to do much of anything else. It's profits were also largely disconnected from the value of cargo and the destinations were not easily predictable. It depreciated rare trading and rare trading (high value cargo passing through known chokepoints) was one of the main avenues for contextual piracy.
hmm, i've been told that removing a shield completely equates to lower heat % , no? Is this not correct anymore? or not good advice at all?
Reducing the power output of a ship still reduces it's heat signature, but it's generally not possible to maintain a minimal heat signature while maneuvering and firing any weapons, unless one is using silent running. Heat build up during silent running, especially from weapon use, was originally much lower, and one could silent run for protracted periods of time. This made it viable to build combat ships that didn't have shield generators at all and compete on near even terms with fully shielded vessels by using different tactics. That has not been the case since 2.0.
Like what "useless gear" do you mean? Again, i'm just really curious about the game & such.
Pretty much every thermal shock and thermal cascade weapon, plus the equipement countermeasures to those effects.
2.1 incentivized certain loadouts to the point they were nearly mandatory, at least if anyone expected to engage in any PvP combat, and then rapidly depreciated them. I had multiple fully Engineered G5 vessels where I essentially had strip and sell all the modules, multiple times, because they were rendered useless by rapidly changing game mechanisms.
What's the "SLF" bug again? Sorry i'm not up yet on all the lingo
Somewhere around 3.3 or 3.4 a bug was introduced were SLFs would eventually cause instance-wide performance problems that included things like stalls and rubberbanding. This was never completely fixed and some of the attempted fixes caused new problems without addressing the underlying issue. Indeed, bad fixes with unintended negative consequences are a long running pattern for this game, but that topic could take up a whole thread on it's own.
From 2.2 through 3.3 I made heavy use of SLFs, even training up three Elite NPC crew members so I'd never have downtime (this back when a rebuy meant the permanent death of NPC crew, with no ability to retain them). Once this bug and it source became apparent, I stopped stopped using NPC controlled SLFs almost entirely, due to the potential negative impacts it can have on any and all connected peers.