you can 'over load' your ship by manually off-lining non essentials when using High-Draw modules. the whole point of this is for balance. better stuff uses more power. you can't have it all.. at least you cant have it all online at once. If you want to be tanky you have to give a little on speed/handling or firepower.You can't have all A upgrades and the most powerful weapons, you have to compromise and mess around with priorities and even switch stuff on/off manually.
Technically a module does not use power until its activated so why do modules draw power when not in use?
You can't have all A upgrades and the most powerful weapons, you have to compromise and mess around with priorities and even switch stuff on/off manually.
Technically a module does not use power until its activated so why do modules draw power when not in use?
Technically a module does not use power until its activated so why do modules draw power when not in use?
I'm kinda with you to an extent. I think there should be compromises to incentivize diverse loadouts (at least when weapons are added/balanced)
But I do think, at least for hardpoints, guns/utilities should only be powered when in the active firegroup. You can already do this manually but it's frustrating and micro intensive. I think it should just be automatic for that at least. That way your KWS/PA/Rails won't eat up your juice when not being used unless you need it which enables you to squeeze out even more power and loadout options.
Example, I occasionally slap 3 C3 PAs on my Python for big game hunting, but when I'm taking down small fry I switch to a firegroup that only has the center one but I'm still putting in power to the other 2 I'm not using. Power I could put towards other things like a better KWS or something.
Just my $0.02
This is by design. The player is faced with decisions and trade-offs.
You can already do this manually but it's frustrating and micro intensive
This is by design, this also prevents there from being any real "best" setup, there are different setups that can be great, all of them with great potential, sure there might be a specific setup per ship that generally might be 'best' but doing it this way limits it.You can't have all A upgrades and the most powerful weapons, you have to compromise and mess around with priorities and even switch stuff on/off manually.
Technically a module does not use power until its activated so why do modules draw power when not in use?
I'm using a gamepad, as I'm sure many people will in the future, as well as the devs themselves. The less micro I have to do the better. It's annoying enough to switch a shield booster to a battery in the middle of a fight. There is no skill in this, just wasting time.Yeah that's the point. The point of having micro intensive things in videogames is to have a higher skill ceiling to the game. High skill ceiling games tend to have a better longevity.
I'm using a gamepad, as I'm sure many people will in the future, as well as the devs themselves. The less micro I have to do the better. It's annoying enough to switch a shield booster to a battery in the middle of a fight. There is no skill in this, just wasting time.