Combat Endurance brings back the “repair ship hull during combat” effect from several versions ago – repairs up to 25% of the hull level, with total repairs not exceeding the higher of 50% of the hull, or, as of right now, 2000 points.
Is that base hull or modified hull? Basically if I have a Sunder (4000 hull) with Reinforced Bulkheads (+40% hull, from 4K to 5600) will that effect cap at 2000 (50% of 4K/2K, whichever) or 2800 (50% of 5600)?
Damage Control’s elite effect grants a reduction to large hull hits – any hull hit above a certain threshold of damage has the portion above the threshold reduced by (again, as of right now) 60%. No-one plans on being hit by a Reaper torpedo, but still, neutralizing that much damage when things go wrong is going to have a lot of appeal. To make the skill not completely neutralize the strike potential of certain weapons, this effect only triggers at most once every two seconds.
I still think this is too much of a kick in the teeth to those types of finisher weapons. Reapers especially exist to do a ton of single hit damage, with this skill turning that into a gamble (does any given officered ship have this skill yes/no?) there's not much argument I can think of to take a Reaper over a Hammer.
A new personal-combat skill in Industry, this is a fun one – it boosts flux dissipation (and capacity, as an elite effect) based on the number of ordnance points spent on weapons.
Just to clarify, is this based off of the base OP cost of a weapon or the actual cost that any given weapon takes to equip? Basically did the Onslaught/Conquest and their Heavy Ballistic Integration get put on stage to be laughed at by the High Tech audience again
.
Alpha Cores – which you can install as colony administrators – also get Industrial Planning. In addition, they also get a unique “Hypercognition” skill that confers some of the benefits of the previous colony skills.
That does answer the question of "how is my vagabond wanderer of a captain able to do the work of multiple Alpha cores
simultaneously from the other side of known space". How rare are these new skilled admins, compared to how hunting down a decent admin was such a pain previously?
Adaptive Phase Coils increase the hard flux level at which speed bottoms out to 75%. This, naturally, facilitates an “assassin” type of build. Phase Anchor increases time time multiplier to 4x, but reduces the ship’s speed while phased by half – this is good for the “brawling” style.
While a good idea on paper these new hullmods very much feel like "mandatory OP tax" territory, depending on what type of build you're going with. Than again with hull and armor increased across the board you can maybe forgo Heavy Armor, noted king of OP costs and prime S-Mod candidacy, so perhaps it all balances out. Still curious, though: What is the OP cost of these new hullmods?
*Bunch of "combat phase ships" in skill descriptions*
Did the two new logistics phase ships get civilian tags, or will they still cripple this skill if you try to go full phase raiding party?
*Phase ship sensor changes*
Even though the Radiant had its deployment points cost increased (to account for powerful it is in player fleets, especially now that it can be controlled directly with a Neural Link), they might be overall more difficult to face just due to how consistently deadly they are.
With the test conditions established, I played a lot. (You don’t want to know how much I got wrecked by these, you really don’t. More to the point, I don’t want to talk about it.)
Right, because of how powerful it is in player fleets. Not because it has better stats and guns than a Paragon along with the mobility system of a
Wolf, but because
a player is now able to control it.
That is why it's worth 60DP.
The resulting wrecking ball after making sure they consistently had decent guns was...not unexpected
.
That can no longer be installed on automated ships – instead, there’s a new “Neural Integrator” hullmod which is functionally identical and just costs a pile more ordnance points, especially for capital ships.
Disappointing, although I do agree with this being a better solution than gutting either the Radiant or the whole Neural Link mechanic entirely.