Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We'll have to see how it works out once it is actually added. I mean, my group would rather find a payload launcher to mess around with than a useless gun. Part of the issue with data shards is that they really aren't that good. Definitely not worth crafting and the scrap is generally worth more than the looted consumable.
On the other hand, I know my group's Scav would love to carry around a throwable missile on EVAs, and I wonder if the launcher could end up fulfilling the role the data shards have in theory: a relatively expensive consumable that actually helps win a tough fight. Also the decoy rework sounds potentially promising, but another issue has occurred to me: why have a launcher hardpoint if a player can just stand in the airlock and toss the weapon?
If the launcher is something like 5-15 alloy per use like with the minefield/ship call-in, then it is not worth the cost nor the ship slot. If you get something like a stack of 5 torpedoes for 3 alloy, then it might be worth it depending on how the missiles perform.