- Let’s Start with a Bit of History :
Anomaly Generator was changed 3 Times in 6 Years as far as I remember:
- Thermal Damage -> EM Damage
- 3 Charges in Cartridge → 5 Charges in Cartridge
- Impacted by Implant “Alpha Inhibitor Sting”
- To explain how far just by that how the Anomaly Generator is outdated, you just need to look at the aforementioned implant:
The implant isn’t even showing its impact on the Anomaly Generator and even when you know what it’s doing, the effect seems absolutely ridicule when compared to a +75% Range or a +10% Damage.
The Alpha Inhibitor Sting is reducing the “Highlighting” of the area by 0.2 seconds. To put that in number, you go from 1.5 seconds needed to highlight an area to 1.2 seconds
- Secondly, it is needed to look at the Explosion Radius for this Missile slotted Thing. The Actual Value is 280m Radius Without any way to increase it.
To give you any idea compared to others Missile Slots available for Frigates
- Cruise Missile : Explosion Radius = 200m / 11550m Flight Range / Intelligent Flight (Prevent the missile from flying into a Wall)
- Torpedo : Explosion Radius = 400m / 7920m / 2 seconds Trigger that can be bypassed by Direct Hit on a Target or Solid Element
- Minelayer : Trigger Explosion Radius = 455m / Explosion Radius = 100m
- Octopus : Explosion Radius = 100m / Flight Range = 3451m / Fire a volley of 5 UltraFast Guided Missiles
- Doomsday : Explosion Radius = 100m / Flight Range = 5280m / Craftable Heavy Missile that deals way too much Damage
All the previously mentioned Missiles can be used while moving and do not require you to Stand Still for 1.5 Seconds in one direction.
More than that, even if you miss your target, missiles still detonate and deal their respective damages, it’s not the situation for the Anomaly Generator if the target move outside of the Highlight, the Anomaly Generator is just consumed and won’t cause any damage or explosion even at Max Range
- Risk vs Reward is obviously Bad due to the 1.5 seconds needed to Highlight the Target that can lead to No Damage at all dealt due to the Mechanic of this Missile Slot.
It is needed to indicate that “Starting to Highlight” an area will automatically STOP YOUR SHIP and that everything making your ship move will cause the cancelling of the Anomaly Generator.
The Damages while being the highest on the paper for a Click for a Missile Slots (17500) are only half the Value of a fully detonated Minelayer (35000). Secondly, the Damage Value is extremely closely followed by the Torpedo which is way more easy to use and has a better detonation radius and a better range.
I will use this part as a rant against the Minelayer’s description :
Quote
Only enemy Ships receive damage, but no more than 8 Times
SINCE MINELAYER EXPLOSION DEALS SELFDAMAGE ! THIS IS FAKE NEWS !
- Back on the Subject, Anomaly Generator Place in the Metagame :
Since Speed and Mobility became the Way to Fly, how a 1.5 seconds triggering “Point and Expect a Boom cause god know how you are going to hit that Tai’kin / Wolfhound / Ze’Ta Jumping/Flying/Teleporting while you are immobilized” is supposed to be effective in this game.
Still comparing it to other missiles, the Anomly Generator is acting like a GIANT MESSAGE “I AM HERE” and does not have any discretion like a Torpedo or the stressing Factor of the “BIPBIP” from the missile Indicator.
Also, just to finish my Post.
The Anomaly Generator is called “DeathRay” but it’s no near from a Ray and nothing will be near Death cause of it.
TLDR, Anomaly Generator too OLD AND BAD / Rework and Buff Please