#Controlled release
1 messages · Page 1 of 1 (latest)
nah energy conservation is a skill
yea thats why i dont like the kd suggestion that stops energy attraction at 100% aura too
It’s definitely a skill that’s why it could be a mod so players who can effectively conserve energy practically have an extra mod slot
It widens the skill gap
no not really
itll never widen it
itll only close it on certain ships
energy conservation is incredibly strong on most ships
so being able to do it just with a mod is pretty crazy
of course yes you lose the mod slot but that doesnt really mean the skill gap is closer
i think energy conservation makes up for a mod
so itll be closer on ships where there are less amazing mods
Fair
adding a mod like this never widens the gap
yea it’d be good on like vb and px
trireme, 60hz proxy/crab
“Controlled release”? What does this mean?
I like the idea of making it 'easier to use', but if it launched the exact amount of missiles needed to destroy the locked targets, it would not kill all targets. There would be some overdamage impacts or impacts on the 'wrong' target (missiles can't path find between ships that are not their target.)
so I think it would make the mod more frustrating it leaves one of the targets in a burned state, since not all of its missiles impacted on it. Then the mod could add 10% extra missiles if energy allows it, but then what is the mod even doing 🙂
Alternatively there could be a mod that launches 50% of its missiles for 50% of the energy, instead of a complete launch? 🙂
Can you guys understand this mod?
I understand the suggestion that if you lock just 1 small invader with missile swarm, it would only lauch the amount of missiles to destroy the raven and keep the energy that is not needed.
So this is going to work with the mod.
i don't think it would work very wel as a mod