more Shepherd buffs! O:
i honestly think it might need a little nerf with all this. like putting cargo capacity at ~75, same as Hound with which it shares supply costs, so at least Wayfarer and Cerberus are still the better options for frigate-level cargo ships.
Hmm, that's a good point. I'll take a quick look.
on another note, and sorry if i'm getting annoying, did you take a look at that "holding right-click will immediately reactivate shield/cloak" thing? ^^
Yeah, I looked at it - the problem is that it's not something I can do while being 100% sure I didn't break something subtle, so there's no way I'd want to do that now.
Out of curiosity, what do the new supply and fuel icons look like? Am I saying goodbye to my yellow lunchboxes/crates and luscious red lipstick tubes/torpedoes?
In the same vein as before, but updated to match the new stuff in terms of overall quality/style.
What do the sensor changes mean for gameplay?
A bit more sensor range in the early game, maybe up to 50% more or so (which should hopefully help with "sudden" encounters), and more meaningful impact from individual ships, that doesn't taper off for larger fleets the way the old formula does.
Edit: plus hopefully being simpler, more transparent, and comprehensible, but that's not strictly "gameplay impact", though I suppose in a sense it is.
Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.
"Normal" indicates that this is the difficulty the game is ultimately balanced for and meant to be played at. "Hard" doesn't have the same implications.
(It's more like a place having a "pizza" and a "small pizza".)
Advanced Targeting Core seems like it would be mutually exclusive with other range hullmods, but it doesn't explicitly say so in the patch notes...
It is, yeah.