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
380mm already ruins the enemies days so an extra 10% is always welcome
I do think they are too expensive imo ship modules shouldn't cost more than 150 common or rare samples
I am always happen on super samples yet short on rare and common that's pretty strange the balance between samples is scuffed af
Yeah then i suppose i got with the 5% cooldown even if this only means a few sec less cooldown
And then orbitals or mortar
The blast radius on orbital strikes sounds useful too (I'm an orbital precision strike user because it kills heavies well but is also good against a small but dense crowd in a pinch and it has a fast recharge time), and a 5% faster cooldown on EVERYTHING sounds very applicable if a bit wimpy. But hey, there are numerous times where I need a strategem for a big bad very urgently and I call it right as it comes online again, so that little 5% sliver probably does matter and probably will go on to save my life in areas where I would have died because I didn't have the strategem online right when I needed it after a cooldown.
Eagle one should be redesigned IMO to be reduces the reload time based on a % of missing ammunition rather then a flat amount. For example, there should be a base rearming time of like say, 90 seconds. but then the remaining time(1 min) is reduced based upon your remaining ammunition you have.
For example if you have a bombing run that has 3 chargers, if oyu send it back wiht 2 charges rearm takes 90seconds + 1 min * (Charge remaining/total charges) spread across all your eagle weapons.
Either way eagle one aside the rest of them are all super useful.
Like most of their ship upgrades, they don't seem to work, or make so little difference it isn't noticeable.
5% cooldown on start? lol
The eagle one isn't like a game changer but it's definitely useful.
First, there's the obvious scenario of having multiple eagles. You have a 500kg and, say, Cluster Bombs. You throw your 500kgs at a bile titan and have some leftover cluster bombs. You need those 500kgs back though, so you call the re-arm early. You're probably going to go through 500kgs faster than cluster bombs, so this is essentially just -10% CD to 500kgs. That's just good.
Even if you just have the 500kg though, imagine a scenario where you throw a 500kg at a bile titan and kill it. You have 1 500kg left, but combat is over. Do you hold onto that 1 500kg in case you need it later or do you waste it on something irrelevant/re-arm early? -10% CD makes the early re-arm a more attractive option. This is good because the burst damage is the main advantage the 500kg has over the OPS, and getting that burst potential back helps the 500kg maintain that advantage.
yeah i got the reload speed and the eagle -10% when i send it back, those 2 did sound good.
but i guess i do the -5% now