No, we were not using it.
No, we were not using it.
Interesting. I'll take a look.
PROVIDES THE ENEMY INFILTRATOR WITH CLOAKING ENERGY.
Haven't followed up on this bug yet, but are you using the default equipment on an Infiltrator? Their default suit slot gives energy back when their shield breaks.
EDIT: As a follow-up. Tested this on Live, and it works fine. However, because we don't pause energy regeneration at all, and since the drain is fairly minimal, it can be easy to miss the effect. There are some improvements to Disruptor ammo we can make to give this more punch.
EDIT2: After further investigation, looks like there are some missing effects on the Tempest, Guardian, Shadow, and A-TROSS. So provided these were the weapons used for testing, it's definitely broken.
Looks like Lumen, one of our network providers, had an outage that impacted Emerald at around 9pm PT last night. Seemed to last for about two hours, by the reports I'm reading.
Keep an eye on February.
Read moreBuilder main here. Not to keen on the suggested changes, but will keep an open mind and hope Wrel does too.
Just jamming construction into the lattice or overall continent lock mechanics isn't fun, and hasn't done so well int he past (HIVEs etc).
My list of alternative suggestions:
Defensibility of Fledgling Bases
- Pain Spire
- Convert to some kind of resist/health/shield/regen buff.
- Modules
- Give modules similar resistances of the Spawn Tube.
- Change the alert module to only fire if the actual player base and its parts are are under attack. Also add ability to detect and warn of Cortium bomb placement.
- Turrets
- Make AI turret module require activation, similar to the shield module overload with cooldown.
- Add shielding to turrets, which is dropped when controlled by AI.
- Terminals
- Remove equipment terminal from Bunke...
First off, I'm pretty apprehensive of constraining building to vehicle capture hexes.
Building isn't being constrained to vehicle capture hexes.
So with piecing multiple structures to make one big structure. Would you still need individual modules to power everything? Or would it require less because you "made a new structure" ?
To be clear, you won't be piecing structures together. The system will work much like it does now, except that modules will be slotted directly into structures instead of scattered around a base, and each module will only benefit the structure it's slotted into. Let me know if there's a part in that article that might have caused the miscommunication, and I'll see if I can rephrase it.
It looks like this constructions update is veeeeery early in the development, are we going to get any updates before that?
While I'm describing a large, multi-month initiative above, you'll still see plenty of bug cleanup, quality of life improvements, balance iteration, as well as monthly Prime Gaming content and seasonal events in between major releases.