A1MA Effectiveness

The A1MA is a pretty pointless module at the moment. Right now the only reason I’d ever use it is for that extra 100 damage every second when I don’t have any other modules to use.

I suggest that you bring back the old blue Pulsar function but instead, have it active for 4 seconds, then cooldown for 10 seconds. The passive damage currently is more of a nuisance because of unintentional aggro, and the active mode is useful, but it has a horrid cooldown.

Or have it be a laser instead of a little HB copypasta. A little blue laser would be epic.

 

Make it a fast damage module. Make it worth white to craft again.

That’s that turret that you can equip on any ship right? Yeah I got it, wish i didn’t, very useless. I only got it for cool factor.

1 hour ago, HBZK100 said:

That’s that turret that you can equip on any ship right? Yeah I got it, wish i didn’t, very useless. I only got it for cool factor.

Yeah. I got two back when they were auto-aim devices. Super fun to use bc you’d never miss for 3 seconds lol. Then they moved it to a blue EM Pulsar that did no damage and sucked energy more than the guard restoration modules. Now it’s a little HB copy pasta with super awful damage, range, RoF, and cooldown.

Old version was nice, like pulsar. I used it against interceptors.

All automatic weapon should make very low damage, good player make damage by mouse not by one key on keyboard… It’s right low damage

 

All automatic damage should be nerf (hive, thi’lith, t’har’ok balls, ecc…) automatic weapon are damaging gameplay… 

Auto-aim weaponry is a necessary means of protection and passive-counter strategy in this game. Game would be boring if enerything only was decided by left-click on mouse and cross-hairs (active counter)! (De)buff auras, damaging auras and healing auras auto-aim weapons are all the same broad category of making the game flexible, interesting and versatile: distingishing the good pilots from the really good ones (each in his ship-class). Passive counter abilities should be the domain of big, slow bulky ships, not swift light ones.

 

I’d love if the A1MA would be buffed  -  up to the new challenges of the Thargas and Taikins.

I would like to have a turret like A1MA for frigates against big targets like destroyers: slow turret rotation, slow projectile speed, slow fire rate but big impact and destroyer module disablement/dmg => F1AK (+reasonable cooldown /cassette reload)

It doesn’t matter, next apocallypse on saturday xD. Seriously, that’s that real one :confused:

6 hours ago, avarshina said:

Auto-aim weaponry is a necessary means of protection and passive-counter strategy in this game. Game would be boring if enerything only was decided by left-click on mouse and cross-hairs (active counter)! (De)buff auras, damaging auras and healing auras auto-aim weapons are all the same broad category of making the game flexible, interesting and versatile: distingishing the good pilots from the really good ones (each in his ship-class). Passive counter abilities should be the domain of big, slow bulky ships, not swift light ones.

 

I’d love if the A1MA would be buffed  -  up to the new challenges of the Thargas and Taikins.

I would like to have a turret like A1MA for frigates against big targets like destroyers: slow turret rotation, slow projectile speed, slow fire rate but big impact and destroyer module disablement/dmg => F1AK (+reasonable cooldown /cassette reload)

 

Right… for strategy not for kill… in slowing ship is not problem but if you think a thar’ga with thi’lith+hive+a1ma (if it a1ma more damage) kill you withous use mouse…

 

For example I use A1MA in sector conquest to prevend capture in the dread… and for it is good… blu pulsar was better but ever with small damage, if increase damage in auto-aim weapo is bad…

A1MA SUCKS. 

When it first came out it was good, but they nerfed because of a few specific players, who are good even without a strong module.

8 hours ago, DrDeath_ScD said:

When it first came out it was good, but they nerfed because of a few specific players, who are good even without a strong module.

it was auto aim, m8. You could melt everything with lazorz, ofc they changed it…

nah, the module is okay as it is froms tats and function and quite cute as the little cannon.

 

i would rather instead reduce its energy cost , as that was a historical step back in the day, when it was actually made to said pulsar - as before that it was an aiming helper module for your main weapon. so basicly it got 2 nerfs for one.

 

it just should have some sane energy usage as the current mechanic - even the pulsar mechanic - were not really as powerful as using the module to critshot ceptors on demand

I have not used the module in ages. I have no idea of its current state. I could test it, but… I have so many other options that are way better.