Very happy with the masquerade change. The fact it can be "reset" if you get far enough is amazing. I can already imagine fleets with not a single ship which is what it should be XD
@@JDeeGaming the fact you can reset tracks isn't well known to begin with. To be fair, they should probably rework the reset a bit. Depending of the "tech" in this universe, I could understand if it was always reset, I could understand if it was never reset (submarine like, once you know the signature of a ship you can identify it very fast), I could understand a complex system depending of the distance a ship of a type could travel during the time it's not visible, but for now the arbritrary condition "moved more than x km" doesn't have much sens, what is the logic ? they have incredible detectors allowing to identify again a ship in a second if they know it, even if it exchange place with a sistership, but if it moves just a bit too much they forget everything ???
It is currently an abstraction for the sake of gameplay. Besides even with spectrum analasys of an active radar return, like you do with sonar, you get a completely different one from any angle. You can only do the IDing of ships abd boats via passive signiture.
A turret for S1 missiles on maybe Size 2 mounts would be amazing as well for ANS; SeaRAM style. And definitely good changes to other aspects, especially making the Masquerade a bit more useful. Looking forward to see if it's used more often in MP. Also being able to put a utility where the warhead was in a missile is really powerful as well for the mixed missiles. I personally haven't really been using missiles anymore but I will probably try again.
The changes to the torpedo basically makes it as the close range delete button it was meant to be, it limits the range to very close ranges (best I could get is about 7km and that means no speed or maneuverability usual torp range that I made was around 3.5km - 5.5km), the torpedo now has the ability to somewhat effectively evade Defender or Pavise fire with a corkscrew maneuver while being also near impossible to kill from Flak or laser PD, however you have to be within spitting distance to use it.
Considering its directly competing against S3H on ANS and S2 spam on OSP it needs to be pretty powerful to be a good pick. I can imagine ANS packing a salvo amongst S3 hybrids just in case something gets too close for comfort. Rolloff torps do sound like a terrifying ambush weapon though lol
ANS torpedoes finally making a comeback!
It feels like forever since they were in utilised.
Very happy with the masquerade change. The fact it can be "reset" if you get far enough is amazing. I can already imagine fleets with not a single ship which is what it should be XD
Same. I dont think that is widely known and I only thought about it while I was testing.
@@JDeeGaming the fact you can reset tracks isn't well known to begin with.
To be fair, they should probably rework the reset a bit.
Depending of the "tech" in this universe, I could understand if it was always reset, I could understand if it was never reset (submarine like, once you know the signature of a ship you can identify it very fast), I could understand a complex system depending of the distance a ship of a type could travel during the time it's not visible, but for now the arbritrary condition "moved more than x km" doesn't have much sens, what is the logic ? they have incredible detectors allowing to identify again a ship in a second if they know it, even if it exchange place with a sistership, but if it moves just a bit too much they forget everything ???
@@MrMorvana Unsure how Mazer came up with it and why exactly. If it would have a rework it would be with conquest I think.
It is currently an abstraction for the sake of gameplay. Besides even with spectrum analasys of an active radar return, like you do with sonar, you get a completely different one from any angle. You can only do the IDing of ships abd boats via passive signiture.
A turret for S1 missiles on maybe Size 2 mounts would be amazing as well for ANS; SeaRAM style. And definitely good changes to other aspects, especially making the Masquerade a bit more useful. Looking forward to see if it's used more often in MP. Also being able to put a utility where the warhead was in a missile is really powerful as well for the mixed missiles. I personally haven't really been using missiles anymore but I will probably try again.
Or OSP roll off s1 launchers.
Size 1 turret would be so cool. Setting the launch to hot would help with short range interceptors
Honestly loving the improvement to torps and mixed salvos!
The small QoL updates make the game that bit more enjoyable.
oh hell yeah size three torp turret!!
The changes to the torpedo basically makes it as the close range delete button it was meant to be, it limits the range to very close ranges (best I could get is about 7km and that means no speed or maneuverability usual torp range that I made was around 3.5km - 5.5km), the torpedo now has the ability to somewhat effectively evade Defender or Pavise fire with a corkscrew maneuver while being also near impossible to kill from Flak or laser PD, however you have to be within spitting distance to use it.
Considering its directly competing against S3H on ANS and S2 spam on OSP it needs to be pretty powerful to be a good pick. I can imagine ANS packing a salvo amongst S3 hybrids just in case something gets too close for comfort. Rolloff torps do sound like a terrifying ambush weapon though lol
Yesss. I can finally revisit my torpedo corvette fleet
Let me know how it goes
Nastier size 3 torps is pretty sweet. Thanks for the dope update vids JD
No problem 👍
Great breakdown
Thanks, very much appreciated.
5:55 Is TLS a mod?
no base game.
@@JDeeGaming 😮😮