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And in my opinion it's the opposite. The shield mods for the first row are so weak that I don't notice a difference when I use them. The only reason why I use them with gunner and engineer is that those classes spend more time with fighting than mining.
But I would love more active and passive perks and mods to specialise more into mining.
Something like an active perk that allows you to convert all minerals in your inventory into a carryable bag.
Or the abillity to put carryable objects on ziplines.
now what is extremely awful is the boosted converter upgrade. the shield health takes too long to start regenerating, and it is only barely faster at fully regenerating the shield compared to the other option
When ♥♥♥♥ really hits the fan, it's the only 1 of these 3 upgrades that is ever going to help. While the other 2 options do next to nothing.
Minerals +5 extends your carry capacity by just 1-2 strikes per mineral and is not very often going to even be the difference between having to return to the mule and not.
Should be +10 IMHO and the faster shield charge with slower delay should be a bit quicker.
Personally, I would move it to another tier, preferably its own, and introduce new upgrades that are more directly comparable.
Agreed, especially since it's such a good place to help differentiate the dwarves. For example, it would make so much sense to give the scout lots of utility upgrades like a better headlamp and bigger mineral bags in place of the combat-related upgrades we have now to further cement his utility role in contrast to the gunner who could cycle in some more shield upgrades to better shrug off ranged enemies. Add a few new upgrades for the pickaxe and grenade capacity to let the engineer and driller better emphasize their own unique strengths and you'd get a much more interesting system instead of having every character run the exact same build.