![]() ![]() Losing 24% main gun range is a lot, but still would have almost 20km and that's about as far (or a bit further) than my potato aim can hope to hit things at. Republique upgrade does seem like an upgrade. So I don't think I'd take the legendary upgrade as that would be wasted if I took radar and would make my ship worse at using that consumable rather than simply being a wasted slot. Or to put it another way I normally run Radar, but I wouldn't install a Radar modification on my Minotaur if I got one as that would be wasted if I decided to take smoke. With the lower concealment bonus of the legendary upgrade, not so much. With the normal concealment module plus Captain skill and Camouflage the Minotaur's radar has a good kilometer more range than the ship's detection radius, so Destroyer ambushing is a thing. ![]() It's already rare for people to use Radar rather than Smoke and this upgrade would strengthen the latter while weakening the former. Such changes might have worked and diversified meta but,įor now those mods seem to be largely nothing more than a waste of dev time.įeels like the Minotaur upgrade does the opposite of "diversify the meta". maybe changing ruder and aceleration a bit Turning a yamato from sinper to a midrange brawler : What would have needed to happen would be something that radically changed ship playstyle like (only a rough made up example to get the point across) : Meaning the only ones that will be mounted by a significant number of players are the "upgrade" ones which doesnt diversify the meta at all. the next best category is some "maybe" useable The problem is what the modules ended up beeing: Well the idea of giving ships modules that create 2 different playstyles for T10 is quite appealng since a more diverse meta on T10 would be welcome. Now that we know the mods are final ive had a (final) look at them and must say im dissapointed. ![]()
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