Saizew wrote:The Non EL-Enemy Loadouts prevents only the enemy ships to be equipped with that procedural weapons, but it does NOT prevent the occurance of procedural generated enemy ships in general, e.g. wrecked ships, etc.
Is that correct?
Yep, correct. It only prevents enemies from using the weapon variants. New enemy variants will still appear.
Ginrikuzuma wrote:I was ALMOST tempted to see how effective this weapon was but I tossed it out....
Still good to deal one ion damage.

Russian Rockman wrote:No I do that too. Makes me a bit nostalgic.

Russian Rockman wrote:And reading the first post also makes me think about old ideas that were abandoned. Like the Anti-Bio beam drone, why didn't that work exactly?
Due to the way automated beam targeting works (always starting at the middle of a random room, moving towards another random room) the anti-bio drone was unable to ever hit crew in certain position on the ship. Which made it appear kind of glitches and would sometimes force you to destroy the ship even though you have effective crew killing gear.
Russian Rockman wrote:And could an effector drone maybe be more practical now if you made a drone that had burst targeting?
I don't think that effects (ha!) that ion damage and shield piercing do not go well together. At last there is an Effector Anti-Drone now...
Russian Rockman wrote:Another thing, I've seen several lets plays of people using the Anti-Drone Drone and it never seems to work! I think Captain's Edition could make some really strong and weak varieties of Anti-Drones. Ones that shoot like the freaking turrets and ones that shoot bursts that spread out when they fire so they never miss.
CE kind of does that already. Try to get you hands on that Effector Anti-Drone, it can disable up to five drones simultaneously on top performance, enough to actually counter parts of the boss drone wave.
Russian Rockman wrote:And on that note their should be a plasma throwing drone.
There definitely should!
