CE Update 1.281
- Advanced Navigation AI and FTL Recharge Booster now allow you to circumvent black holes
- Enemy Version of the Heavy Ion Drone can no longer be acquired by the player
- Adaptive Effector charges much faster now
- Missile Defense Turret Mark I is cheaper now
- Swarm Missile Drone is slightly faster now
- Baton and Bo beam stun time increased
- Player version of the Hadur Mine Launcher is overall better now
- Stealth B loadout replaced with Maul beam
- Zoltan A and B loadout changed
- Rock A loadout changed
- Removed a bunch of bad drone ID's in AE overwrite lists
- Weapon Components now sell correctly in Hazard and Pirate sectors
- Added a free repair event to industrial sector free stuff list
- Terraforming gear sells better in Civilian Sectors now
Captain Trek wrote:The CE Rock A is actually worse than the standard counterpart in some ways because at the start it can only deal at most 3 hull damage every 15 seconds. That's 6 in 30 and 9 in 45, whereas the vanilla Rock A can deal 2 in 11 (important as that will head off a lot of more powerful enemy weapons such as Burst IIs), 8 in 22, 10 in 33 and 14 in 34). As with the Fed A, the poor reload time means you'll be taking more damage early game than is desirable. The difference is that the Fed A has oodles of future potential in its starting gear whereas the Rock A has little to none. You can of course alleviate the poor DPS by getting the light hull missile online, but it's all extra scrap expenses on top of the extra damage you'll take plus the scrap you spend through Ammo Manufacturer. And even then the ship is only dealing up to 2.5 damage per missile, whereas the vanilla version can deal up to 3 (albeit at greater mercy of the RNG since you're firing only two missiles total compared to the four of the CE counterpart). It all adds up to result in the Rock A falling very far behind the scrap curve very quickly, which is exactly the same problem the Engi B and Zoltan B suffer from and is why I cannot beat CE with those three ships (other poor ships such as the Zoltan C and Stealth B don't fall behind the scrap curve the same way these three ships do and thus are manageable).
Yeah, I accepted the nerf mostly because the ship gains new scrap gain option through piracy. It's slightly better now (Ogre instead of Hull Missile MK1)
Captain Trek wrote: Sleeper Service wrote:
I change it to Maul beam only in the current build, but to me it just seems like this makes the ship 100% more boring, cause it plays almost exactly the same as in vanilla.
So do the Fed B, Fed C, Lanius B, Rock A, Mantis B, Mantis C, Crystal A, and Crystal B. And to a lesser extent the Kestral A, Engi B, Engi C, Zoltan C, Lanius A, and Rock C.
Well I'd argue that some of these ships can still play distinctly different. Rock A has a new ammo production meta game, Mantis C can Crystal A has more lockdown capabilities, Crystal B can provide covering fire for its borders, Kestrel A falls behind faster in regards to firepower but is independent from fuel, Engi C can be played as a completely vented ship or can reinforce its crew with avatars whenever necessary. Lanius, Mantis and Rock all gain piracy options. But I see your point. One of my goals was to provide a twist on the vanilla load-outs and I think Stealth B's weapon juggling potential did that fine, but anyway, It got the Maul beam now.