a non-stupid Reverse Thruster

New version of the module:

When activated, the Frigate accelerates at a rate of -100ms to a speed of -400ms and holds that speed for eight seconds, or until the module is manually deactivated. Conventional thrusters do not work while Reverse Thruster is active. Activating any other module immediately deactivates Reverse Thruster.

So, why is this better?

  1. Not an instant teleport. This means it is not a get out of jail free card; even in Tier 3 faster Interceptors can keep pace or even outrun the RT.

  2. Breaks EM field because it counts as regular movement.

  3. More counters - predictable movement of the RT makes counter-sniping possible, and the speed buildup gives a window for hostiles to destroy the ship as it flees.

  4. More precise control for the RT user; can be used to make short-burn moves back into cover.

  5. Doesn’t drop the bomb in Detonation, making LRF a reckless, but potentially devastating ship for attempting bomb plants.

Nice idea.

 

I was thinking something along the same lines. I would even go as far as 100 - 700ms for 5 seconds.

 

Not to sure if I would like #5 though. I think it should drop the bomb.

As far as I’m concerned, anything that encourages an LRF to get out of spawn and up front is allowed.

Besides, no other engine boost drops the bomb.

It’s not better,that would made the module useless.400ms is nothing every ship can catch up to you(exept guards and empire engineers).

It is OP in t5 because on the rank 13 implant,but not in t3 (t5 cooldown 30 sec,t3 cooldown 47sec)

RT does encourage players to get out of spawn (i use my lrf as a heavy gunship and I use RT to get in the battlefield)

Don’t blame the module blame those who sit at spawn and shoot at rocks all match(at least they are not feeding kills)

RT can easily be countered if you know how.

I agree with this.

Equal examples to the RT:

ECM with 20 sec Uber Orion.

Tackler with Gunship equal damage.

Empire Gunship with 550 m/s speed.

Fed Engy with invulnerability module.

Guard with warp as strength like the RT catapult effect.

Covert Ops with 25k survability.

Or a recon with 12x doomsday missile. (3x is already OP huehuehue, right Tillo?)

You see those examples all have aspects they shouldn’t have. Like the absolte mobility for LRF. I use it but it don’t chance the fact that it breaks the ingame mechanics. Like the aimbot. (Bring it back or remove it devs, please!)

I encountered a SRS mauler today in invasion, he died in the ending after i got revived 2 times by my squadmates.

Fact is: It should get nerfed, instant teleport is just weird. Especially if you cannot crash. (Except catapult, but this is really strange/OP)

Why not: RT, 5km range, after jump 20sec invulnerabiliy and 75% dmg boost and 100% more module effect strength… <_<

I disagree with it. They’re fine the way they are.

I disagree with it. They’re fine the way they are.

1v1 my Archdragon and say it again (i don’t think it will happen.)

It’s not better,that would made the module useless.400ms is nothing every ship can catch up to you(exept guards and empire engineers).

It is OP in t5 because on the rank 13 implant,but not in t3 (t5 cooldown 30 sec,t3 cooldown 47sec)

RT does encourage players to get out of spawn (i use my lrf as a heavy gunship and I use RT to get in the battlefield)

Don’t blame the module blame those who sit at spawn and shoot at rocks all match(at least they are not feeding kills)

RT can easily be countered if you know how.

No other ship can go BACKWARDS at 400ms. Also, 400ms for a Long Range Frigate, especially an Empire one, is pretty damn fast!

 

The point of this change is to actually apply some FLAW to the Reverse Thruster; to make it situationally strong, but to remove the “get out of jail free” aspects of it. My version is easily countered by ECM or any fast ship. It no-longer saves the LRF automatically, as no module should.

 

“easily countered”? Yes, if you have a dedicated build and the guy isn’t prepared for someone who knows how to counter LRFs, or you tag-team. But even in Tier 3 the RT is hopelessly overpowered. I’m not even sure it’s possible to actually die with a RT equipped unless you do it on purpose…

Reverse Thruster is perfectly fine as it is.

 

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Reverse Thruster is perfectly fine as it is.

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Yup, RT is perfectly fine the way it is.

 

 

On a more serious note:

 

When activated, the Frigate accelerates at a rate of -100ms to a speed of -400ms and holds that speed for eight seconds, or until the module is manually deactivated. Conventional thrusters do not work while Reverse Thruster is active. Activating any other module immediately deactivates Reverse Thruster.

 

Melikes. This could see quite a lot of creative play. 

The other way is to make it act more like a recon’s warp.

It can also crash this way instead of simply stopping right before an object. :stuck_out_tongue:

Yup, RT is perfectly fine the way it is.

That must have taken forever to type.

 

But yeah, I like the idea. If someone tries to tail it, the ship can shoot without changing direction. If someone tries to get in front of or around it, it quite possibly still has a minelayer. It’d be a neat way to get behind enemy lines, if you’re sneaky. But if you’re not, you’re dead via people shooting at you from your deadspot.

It should move you forward, not backward. That way it wont be an effective escape button anymore and will actually encourage movement for LRFs

 

RT does encourage players to get out of spawn (i use my lrf as a heavy gunship and I use RT to get in the battlefield)

No it doesn’t. It teleports backwards and people barely ever use it to get INTO the fight… its just an escape mechanism available way too often and way too convenient

No other ship can go BACKWARDS at 400ms. Also, 400ms for a Long Range Frigate, especially an Empire one, is pretty damn fast!

 

The point of this change is to actually apply some FLAW to the Reverse Thruster; to make it situationally strong, but to remove the “get out of jail free” aspects of it. My version is easily countered by ECM or any fast ship. It no-longer saves the LRF automatically, as no module should.

 

“easily countered”? Yes, if you have a dedicated build and the guy isn’t prepared for someone who knows how to counter LRFs, or you tag-team. But even in Tier 3 the RT is hopelessly overpowered. I’m not even sure it’s possible to actually die with a RT equipped unless you do it on purpose…

So the 700m/s CovOps coming in towards you is only coming at your at relatively 300m/s instead of 650m/s, right?  Think about that before you say “400ms for a Long Range Frigate… is pretty damn fast.”

 

Side note, that’s actually how you’re supposed to use ellipsis.

 

That must have taken forever to type.

There are rainbow text bbcode generators.  It’s what I did.  Like the song?

 

It should move you forward, not backward. That way it wont be an effective escape button anymore and will actually encourage movement for LRFs

 

No it doesn’t. It teleports backwards and people barely ever use it to get INTO the fight… its just an escape mechanism available way too often and way too convenient

Escape buttons encourage people to take risks knowing they have an escape.  A get out of jail free card is what people often use micro warp, chameleon, adaptive camo, engine overchange/overdrive and warp gates for.  Just because it can be used offensively doesn’t mean it will.

Escape buttons encourage people to take risks knowing they have an escape.  A get out of jail free card is what people often use micro warp, chameleon, adaptive camo, engine overchange/overdrive and warp gates for.  

 

MW, chameleon, camo, gunship speed modules have counters or weaknesses. RT in its present state has none.

 

And warp gates are a joke. 

And warp gates are a joke. 

 

And now, let us have a moment of silence for this module.

So the 700m/s CovOps coming in towards you is only coming at your at relatively 300m/s instead of 650m/s, right?  Think about that before you say “400ms for a Long Range Frigate… is pretty damn fast.”

Did it not occur to you that when I said the RT is not a ‘get out of jail free card’ that this is EXACTLY what I meant by that?

 

Also, your example is, frankly, stupid. Average cruising speeds for LRF seem to be around the 180-200 mark, with around 250 or so the afterburner speeds, particularly lower down the tiers. This module is allowing movement at almost double that speed. That is fast.

 

The fact that some things in the game move faster is moot; it is fast for a Long Range Frigate, if not a frigate period.

 

Furthermore, I pretty much ignore T5 because it isn’t balanced, and shouldn’t exist. 400ms is a decent Interceptor speed at T3, and even in T4 ships much above that are going to tend toward the squishy end of the spectrum. As such, it is a respectable speed for an escape mechanism; fast enough to outrun a typical pursuer, whilst still leaving you vulnerable to a dedicated high-speed attack craft.

There was a thread that gave engine suppressor a buff and it allowed it to affect RT and MWD. The effects were OP but general idea was good.

MW, chameleon, camo, gunship speed modules have counters or weaknesses. RT in its present state has none.

 

And warp gates are a joke. 

They have counters, but they still give people that option.  Technically RT has the limit of stopping at an asteroid 500m behind you.

 

Warp gates are a waste of a module slot on an engineer.

 

Did it not occur to you that when I said the RT is not a ‘get out of jail free card’ that this is EXACTLY what I meant by that?

 

Also, your example is, frankly, stupid. Average cruising speeds for LRF seem to be around the 180-200 mark, with around 250 or so the afterburner speeds, particularly lower down the tiers. This module is allowing movement at almost double that speed. That is fast.

 

The fact that some things in the game move faster is moot; it is fast for a Long Range Frigate, if not a frigate period.

 

Furthermore, I pretty much ignore T5 because it isn’t balanced, and shouldn’t exist. 400ms is a decent Interceptor speed at T3, and even in T4 ships much above that are going to tend toward the squishy end of the spectrum. As such, it is a respectable speed for an escape mechanism; fast enough to outrun a typical pursuer, whilst still leaving you vulnerable to a dedicated high-speed attack craft.

Your idea is to make it go backwards at fed fighter and emp/jericho interceptor speeds.  Those are the ships most likely to hunt down an interceptor.  The LRF can out DPS a guard or engineer.  The fact that some things in the game move faster is not moot, it’s extremely relevant.  Going backwards at 400m/s while getting chased by an even faster ship when you can’t see where you’re going is stupid.  A Jericho guard is not the typical LRF pursuer.  It’s going to be a faster ship.  Your idea is to nerf it to uselessness, which I know you probably want to do just because you hate LRFs.  

 

Also, it doesn’t need to break EM scattering.  You can coast through any warp gate with EM scattering enabled and keep it enabled once you’re down warping.  Then you can hit F to brake and stop where you want.  That’s how it’s always been!  Try it out.