The improved steering radius is ok - it makes it a bit more like cf2 which was more skilled that cf3. BUT you also made it a lot slower. When I tested it this morning, using 1 speed was the same as using 2 or 3. This shouldnt be the case.
Speedy fever - the only legendary module I have seen so far - kinda OP in the same way as laser was before. its possible to counter with multiple jumps or multiple brakes but the steering makes it kinda bs - even with the best control it is uncontrollable. I’ve gotten 2 basic crates from this module so far I would say that it would still be a strong powerup if you made it so that it just gave the speed affect without the big turn radius affect - it just wouldnt be as OP.
Laser - I don’t mind the charge up, and I have mixed feelings about the warning line. On the one hand the warning line means you can see the line in advance (as the one shooting it) and therefore turn to make the laser affect a larger area, on the other hand, its quite easy to dodge and easy as heck to shield against. I think that either you get rid of the warning lines and just have a red dot showing that its charging - making it harder to aim and harder to predict with shield - or you keep the warning line and make it that shield doesnt defend against laser. It is now easy to dodge so I think its fair.
Time bombs are nice to use now - thank you!
Fevers too (outside of the speedy one) are nice to use - thanks!!
Overall, this update has made shield and jump even more OP - brake is also an even better option now. I think that if speedy fever gets changed so that it only gives the normal speed effect and shield is made so that it only defends a single “impact” like 1 mine, 1 shot etc, and then can’t defend against a prolonged shot like laser or an energy bomb like ZAP, then it would still be usable, just not OP. Also, jump won’t be as OP when you fix the bug of jumping over people killing them - maybe a 0.2 second cool down would be nice too.
I’m looking forward to the next update.