True it is supposed to be buffed but the loss of the flux cap plus the way the AI uses M Jets and the lack of decent ENERGY weapons (while ballistics gets two more... *grumbles*) tells me that it is gonna get killed even more in the hands of the AI
I think I've said it before, but from my experience, it's definitely more survivable than before. The ability to dart out is great.
With the Unstable Injector changes, it seems only worth using on ships with either long-range ballistics and beams (e.g., Eagle with Mauler+HVD+Tac Lasers) and can afford the range cut or any high-tech that just should use Safety Override because 600 range energy weapons become 450 with Unstable Injector (same as Safety Override).
That's assuming a lack of range-boosting hullmods and skills, both of which would not help with SO. Also, kind of glossing over the other downsides of SO
Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
This looks like it can harm Annihilators. They flame out early then drift a long time.
Yeah. They also don't drift that long anymore; their range was a bit extreme and the AI didn't use that well to boot.
Minor nit pick: Why is the patch notes release date listed with the day first and the month second while the blog post is the other way around?
Ahh, thank you, fixed. Every now and then my brain reverts to the non-US way of writing that.
I'm not sure if I understand correctly, are new/acquirable hullmods finite? As in you can only enable it depending on how many of the item you have or are you able to install them on any ships as long as you have the item in your inventory?
The way it works is you get the modspec, right-click on it, it disappears and you permanently gain access to the mod.
Are there any hullmods from salvaging that you haven't revealed? I understand I'm asking for REDACTED stuff but one of the reasons why I see all these movement nerfs to current hullmods is to allow new ones that need to be salvaged to fulfill that role.
Not at the moment, but if there were, it would indeed be 100% REDACTED.
Maybe Alex does have some plans for special, high-end hullmods but I think that Alex has been meaning to tone down combat speed for quite some time. So, it is possible that, no, there will be no superior +combat speed hullmod.
Yes, exactly.
hope maneuverability gets nerfed too. it's too "cheap" to have a maneuverable battleship.
Yep.
Alex, on the Discord channel you said:
regarding the DTC/ITU, the idea is that it's a default choice in most cases, but you can still go for a specialized build that doesn't use it. Baking it into the hull would remove that option. But, yeah, 90% of the time you're going to want to install it.
So most default variants will have it?
Does the skill revamp include ITU being available at start? If it remains a straight upgrade from DTC, I'm guessing no. Will it still be readily available via the new modspecs?
(The part that bothers me about the cost change is: if 90% of builds are going to have it, it should just be baked into the hull and instead there's a hullmod that gives more OP or other benefits in exchange for removing the range bonus. This reduces the clutter of DTC/ITU appearing all the time, and avoids noob traps where new players don't install it because they don't know they're supposed to.)
I hear what you're saying. But: one, "hullmods giving more OP" isn't a thing. Two, it it was baked in via a built-in hullmod, that wouldn't actually reduce clutter - and if it was just baked in, that'd be a hidden stat, also not newbie-friendly. My feeling is neither solution is ideal, and this one has the virtue of being simpler.
Yeah, the ITU will be available via modspecs, like everything else. Shouldn't be too hard to get provided (to your other point) that a lot of variants use it. I haven't updated all of them (though I've improved quite a few so far), but generally speaking, whenever I do update a variant, it gets the ITU/DTC for obvious reasons.