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This is enough to max defender, speeder, enforcer, and fixer. Shooter barely falls short with 1.48 of 1.50 max and intercepter with 1.60 of 1.62. Another rare perk puts them both way over.
I find this a very interesting move on the part of the developers. Is this a first step towards getting rid of turbos altogether? They got rid of rudders and gear lube, it seems, because they were dramatically underused, and they decided it made sense to simply mandate ship standards for agility since the pool of players was creating so little deviation from the norm anyway. I wonder if the opposite is true with turbos. Everyone—literally everyone, with the exception of some high-level enforcers—runs a turbo. And everyone not only runs one but runs a maxed-out one as soon as they can. So what’s the point in making everyone bother with them, I can see the thinking go.
If the opportunity existed for someone to devote unusual amounts of resources and training to achieve an unusual advantage in the speed of their ships, then that’s one thing. But that hasn’t really been the case before, and this recent update actually moves things in the
opposite direction—it has further devalued high-level turbos. Tier IV and tier V epics are basically obsolete now. Jimbot says above that a
level 40 rare turbo only needs one epic perk with a couple of rares to max out everything but shooter (and probably intercepter, too). And don’t tell me, with ship health points being where they are now, that a couple of 60-point health perks are supposed to be the incentive for someone to develop an epic turbo when they can hit max speed with a level 40 rare. So it makes me wonder if there’s another shoe left to drop.
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