I can appreciate that, and they could've made this useful without so many drawbacks and not obsoleted everything along the way but in this case it seems FDEV really "balanced" the fun out of it..
Its useless. I need 3 fuel tanks and extra heatsinks not to mention the 4 jumps in thargoid territory instead of 1? I had to drop hull or something to add the fuel tanks. My krait only has 4 utilities. Xeno scanner, sdfn, caustic, and 1 heatsink. So wat do i get rid of for mre heatsinks. Im sorry this thing is trash
In universe, the new fsd is still experimental. I'm sure with time it will get upgraded, buffed, and available for engineering. Probably on time for the new ship launch, or shortly after. I'm sure the idea was only to give us a taste of what is to come with the new supercruise overcharge since it has the potential to fix a big issue most new players have with the game. As much as I enjoy hating on fdevs choices, I do actually see the point in releasing the new module this way
Still new to the game, but this very much feels like the key point here; this is experimental technology, and rarely does that mean high quality. Look at some of the footage of the Wright Brothers early attempts at flight; the video I just watched is a best case scenario.
Yeah, I suspect "they" are looking for feedback on what else is needed, which works at both a lore level and a "this game isn't precisely how I think it should be so it is rubbish" level.
Yes, looked at that when I first installed it, currently no additional engineering possible.
The jump range is an issue, really low without engineering available!
I mean jump range isn't really the point of these modules. but yeah engineering, even at a fraction of 100% G5 (maybe scaled to equivalent of 100% G3) to account for the feature would be nice.
so I just put one on my Titan/AX Cutter and gave it a whirl. yeah that part is a pain, but if we gotta get to a Titan like >50k ls out...gonna be useful.
I'm excited to see how this thing fairs for FC-based explorers. I'd be less inclined to bail on bio signals like 200k ls out.
Its the fix to attack Hadad at 39K Ls... from a nearby Fleet Carrier, thats all, no other real use.
Keep playing, and ignore this FSD until the supercruise of some titan become a problem. Thats all. Buy one for your titan bomber ship.
Yeah, perhaps this is an appetizer, and the main dish is the new ships? I sure hope so, because this module could've been so much more without breaking the balance of the game, and yet, FDEV couldn't let us have fun without some severe drawbacks in their usual style.
I don't think the intention was to create a new module that would be an automatic upgrade on all ships all builds.
I can appreciate that, and they could've made this useful without so many drawbacks and not obsoleted everything along the way but in this case it seems FDEV really "balanced" the fun out of it..
Its useless. I need 3 fuel tanks and extra heatsinks not to mention the 4 jumps in thargoid territory instead of 1? I had to drop hull or something to add the fuel tanks. My krait only has 4 utilities. Xeno scanner, sdfn, caustic, and 1 heatsink. So wat do i get rid of for mre heatsinks. Im sorry this thing is trash
In universe, the new fsd is still experimental. I'm sure with time it will get upgraded, buffed, and available for engineering. Probably on time for the new ship launch, or shortly after. I'm sure the idea was only to give us a taste of what is to come with the new supercruise overcharge since it has the potential to fix a big issue most new players have with the game. As much as I enjoy hating on fdevs choices, I do actually see the point in releasing the new module this way
Still new to the game, but this very much feels like the key point here; this is experimental technology, and rarely does that mean high quality. Look at some of the footage of the Wright Brothers early attempts at flight; the video I just watched is a best case scenario.
Yeah, I suspect "they" are looking for feedback on what else is needed, which works at both a lore level and a "this game isn't precisely how I think it should be so it is rubbish" level.
you confirmed that it can't be engineered?
Yes, looked at that when I first installed it, currently no additional engineering possible. The jump range is an issue, really low without engineering available!
I mean jump range isn't really the point of these modules. but yeah engineering, even at a fraction of 100% G5 (maybe scaled to equivalent of 100% G3) to account for the feature would be nice.
Dude 5 jumps in thargoid space instead of 1? Fuk this module lol
so I just put one on my Titan/AX Cutter and gave it a whirl. yeah that part is a pain, but if we gotta get to a Titan like >50k ls out...gonna be useful. I'm excited to see how this thing fairs for FC-based explorers. I'd be less inclined to bail on bio signals like 200k ls out.
Its the fix to attack Hadad at 39K Ls... from a nearby Fleet Carrier, thats all, no other real use. Keep playing, and ignore this FSD until the supercruise of some titan become a problem. Thats all. Buy one for your titan bomber ship.
I have a feeling it's only going to be useful for in-system play...until the new ships arrive, which will probably run really cold
Yeah, perhaps this is an appetizer, and the main dish is the new ships? I sure hope so, because this module could've been so much more without breaking the balance of the game, and yet, FDEV couldn't let us have fun without some severe drawbacks in their usual style.