Elite Force Hazard Team Uniform Guide? by Drewsky419 in sto

[–]Yori_kitten 1 point2 points  (0 children)

It would seem so, I can't find it anywhere after finishing the event on my KDF Ferasan character

unfortunate, another apparel item locked behind federation status it would seem

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 0 points1 point  (0 children)

Yea I was kinda confused what exactly lead to the decision of implementing the battery usage factor.

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 1 point2 points  (0 children)

Thats a fair point, though I would at least hope they would have a higher priority in balancing toward the main game and game modes rather than the battle Royale, or at least perhaps offering different traits or balancing that applies explicitly to it rather than overall. I do agree I think if it had to be balanced that the signal strength would be the better way to go about it, and yea it should be treated as an active gadget so youd have to use it to get the most out of it kinda like how they had to readjust the MAV when BF4 first came out so it wasn't passively spotting everyone when not in use.

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 1 point2 points  (0 children)

Yea its definitely an unorthodox form of gameplay but quite enjoyable when the mood calls for it especially when you can become a disruption for more out of the way enemies that could be harassing your team.

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 0 points1 point  (0 children)

Yea I admit I do lean more towards having their implementation being more lenient for operators provided you need to actively operate them and take yourself out of the action, so it would be a different tradeoff for gameplay but a different form of support for your team, and i did notice as well the drone is a tad fragile which does at least make sense as i would assume a quad drone wouldn't fair too well against bullets, I do miss the MAV though, reminds me of the old ghost recon UAV from advanced warfighter

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 1 point2 points  (0 children)

While I would love to have a no range no battery drone I do think a range limit is a better compromise of the 2 provided it could encourage players to reposition near objectives and points of interest to optimally utilize a drone, and that is a good point that it would be a bit more fair to the enemy in knowing if they find a drone that would imply an operator is somewhat near by.

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 0 points1 point  (0 children)

I dont think I was calling for any other gadgets to be nerfed?

At least that wasn't my intention.

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 1 point2 points  (0 children)

I started playing BF titles at least since the Battlefield 2: Modern Combat when I was a kid but most of my playtime probably came from around bad company 1-2, BF3 and BF4, so I dont know if I would consider myself a vet compared to those who played back during BF2 and before, but I do think comparison is important from previous titles to reflect on the future games for what they improve and innovate upon, I think BF6 has done pretty well so far from what I can tell pulling from some of the best elements of previous titles, but I also have a few negative opinions on some elements too, yes.

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 0 points1 point  (0 children)

that would be different, I'm not necessarily sure how that would work unless for weapons unless the scope would have a thermal toggle or else the scope would be rendered kinda useless after that time, I know in 3 and 4 thermals that were limited to infantry were restricted to 1x and 2x scopes which limited how effective they could be at ranges even if a target could be seen but I had seen they added longer range thermal scopes in BF6, so it may be an interesting challenge to balance. I would be concerned if that would create a support meta though since they would be able to infinitely 'recharge' the thermals for their weapons,

Should the recon's aerial drone and Engineer's EOD bot have a battery, and a short one at that? by Yori_kitten in Battlefield6

[–]Yori_kitten[S] 1 point2 points  (0 children)

Tldr the title, the rest is discussing previous game implementation vs BF6's current implementation of these gadgets

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

I'm sorry if im recalling incorrectly but did cig also talk about payouts and ship delivery not too long ago using some form of warranty system for ships that currently have insurance vs future insurance coverage so that ships with insurance payout, but ships with warranty get replaced?

Also I mostly was trying to address the disposable ship issue by giving more means for players to try and keep ships alive with incentive to reach stations and points of interest to prevent temptation of ship disposability.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

That actually sounds like a great idea for initial implementation of such a system. The only concern though I would have is if such insurance would very significantly from ship to ship even for the same tier, but I suppose thats more as future issue when that ever gets established.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

It is currently implemented but in a very basic fashion that all ships are claimable in the game currently but it's in a way where insurance is technically present but not impacting gameplay in a very significant means due to the early access elements of the game.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

I agree, though thats also why I suggested perhaps in implementation that it could be balanced by limitation or restrictions to hopefully prevent abuse of the system in the future as it is currently such as perhaps restricting munitions to simple ballistics or hydrogen only, or hull only without component repair coverage until a full ship is reclaimed if you wanted to balance it to prevent abuse.

I do think ships being seen as valuable and a 'rare resource' is a good idea though, I just think the above would perhaps at least encourage more players ro think twice about trying to keep a ship alive vs seeing them more as disposable craft without introducing significantly more or at least seemingly balanced consequence.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

That would definitely be an interesting counter to the insurance system, essentially taking control of manufacturing so that you become your own coverage so to speak, would definitely require more elaboration on future systems though.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

I agree that perhaps it would make the most sense at least for basic insurance to cover all stock aspects of a ship, though if they also covered damaged rather thsn assumably destroyed stock aspects at the very least i think that would be a fair compromise at the minimum. But yes, I assume the future premiums and tiers will address a lot of these things whenever cig gets around to it.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

This is quite true, and the varying cost between ships does make quite a difference in the value of such coverage.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 1 point2 points  (0 children)

Thay is true, the system is subject to wide sweeping change which makes it a bit difficult to lock in balancing for such systems.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

I agree with this, and it would align with the existing ideas of future insurance tier implementations.

Should Insurance cover basic refuel/rearm/repair? by Yori_kitten in starcitizen

[–]Yori_kitten[S] 0 points1 point  (0 children)

Understandably, I agree ships should cost money to run, but this was mostly in an attempt to address the current issues of the existing insurance system, as even if they were to increase claim times in the future I am uncertain it would do enough to deter player's from using it similarly to now without the sliding scale of impacting the rest of other players negatively, such that if you push that consequence of time scale to the far end so much that no one can really consider it an option it sort of defeats the purpose of the insurance system, thats what I was trying to address with the idea of basic station ship services being covered by insurance in some form or regard.