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.
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.
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)
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…
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