Weapons 2.0 - :/
Clearly some hard work has gone into the new damage and hit/scan models, and I can imagine that some of this fits well with AI and NPC behaviors and actions. (or does it ...?)
There are other good things in there also …
BUT overall, the new weapons system/targeting massively...
Firstly, Thank You Dev team for the update :) ... been so quiet I nearly missed it :O
I am testing it out - and these are preliminary comments to expand on;
The work done on time-spread/acid-damage models is important and needs real time testing in populated servers to judge effectiveness for...
Cannon only anti-missile turrets is becoming a daft concept:
Other 'in-game tech' is way out of step with hurling marbles and flak :/
And there is a clear meta to counter, ie;
Power 2.0 (new iteration): GOOD WORK !
since nobody is saying it...including you Dev Team !!! tsk tsk > a forum-news post about the changes in original (awful) vs final power 2.0 would have been good message making.
still: nice one!, looking forward to other new things and tweaks to 2.0...
A quick thought:
Fully integrate old 1.0 power to give 2 generation options:
1.0 'Reactors' would now generate just like 2.0 but the scale and rate of potential e/sec is modified by rules similar to XYZ (rather than just straight block count as in 2.0)
1.0 'Capacitors' would now function like...
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