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Post Re: Junkyard Gear QOL Changes
You gotta give us a way to destroy the non removable ones.

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Wed May 25, 2016 5:45 pm
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Post Re: Junkyard Gear QOL Changes
MasterTrader wrote:
You gotta give us a way to destroy the non removable ones.


Is it really necessary if there's no conceivable reason to want to remove them?

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Wed May 25, 2016 5:54 pm
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Post Re: Junkyard Gear QOL Changes
anilv wrote:
MasterTrader wrote:
You gotta give us a way to destroy the non removable ones.


Is it really necessary if there's no conceivable reason to want to remove them?


Lower tech junkyard kits come with tech 12 junkyard extensions, if they get unequipped for whatever reason your base can get stuck. It happened at one point to my team, Bobbo had to force equip them.

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Wed May 25, 2016 6:10 pm
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Post Re: Junkyard Gear QOL Changes
That's why they're saying that they'll now be made impossible to unequip, just like augmenters.

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Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Wed May 25, 2016 6:19 pm
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Post Re: Junkyard Gear QOL Changes
K ignore me.

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Wed May 25, 2016 6:30 pm
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