A1MA Redo Pt. 2

The first redo of A1MA demoted A1MA from a no-skill aimbot to a no-skill crap pseudo pulsar. Developers please look at your stats and see how many players use A1MA regularly and successful by getting kills. Please change it to this idea.

What I propose is changing A1MA to something that will helps players aim but still requires players to put in effort to fully maximize the module’s use. Each upgrade will reap benefits that will progressive get less powerful but still useful. This benefits will become available when and only when 3 criteria are met:

  • A1MA is activated

  • Player has locked on to a target

  • A1MA is still active; duration last 15 seconds; cooldown is up to you developers

Mk1: A second targeting reticle of a bright orange will appear. Currently I believe there is no option for that in HUD settings. The second targeting reticle will show you where you have to shoot your non-homing secondary weapon to hit the target. For example, that secondary weapon could be an unguided rocket or an anomaly generator.

Mk2: This benefit is only available to Engineers who have the “Eclipse Launcher” fitted into the weapon slot. Although it may not be useful to non-engineer pilots, it will need to be upgraded to access other offensive style benefits. So what does it do? It will now allow the Engineer to target friendly ships for the duration of the module so they can more easily heal friendly ships.

Mk3 - Allow the player to see how many active modules are not in cooldown. Remember that this only works on a target. This and other benefits will only work on one ship at a time. Players will use this to effectively combat ECM as well as other module dependent ships. It will not tell you about the status of the special module.

Mk4 - Brings up an energy bar below the target’s hull and shield bars. Although this is mainly useful against Command ships, it can tell the status of other ships.

As you can see this module does not deal damage. It allows the pilot to more effectively aim and gain information about his/her target. Please remember that benefits are only reaped when the module is active.

So constructive criticism?

I like the idea of making it more useful, but if I’m honest, I feel that Engineers with Eclipse Launchers should be able to lock onto friendly units by default; not having to sacrifice an Aura for a module that lets them do so.

 

The other three ideas are also kinda… ‘eh’.

 

I like the idea that it give you special insight into your target’s status, but it also feels like it could be very cheap.

 

 

Here’s another idea. What if the A1MA was strictly an anti-drone weapon? All attack drones, tackler drones, healing stations, and minefields within 1,000 meters of the ship with the A1MA module equipped would be defused/destroyed upon activation. The module would have a 150 second cooldown.

 

So essentially it would function similarly to a point-defense system. Not useful for direct attack, but great for supporting friendlies and clearing hazards.

Then it would no longer be to help aiming or targeting. Also… That on a multipurpose module? Pretty much renders buildables useless. The cooldown is way too long it’s not worth exchanging and if you lower the cooldown then it becomes overpowered.

… feels like it could be very cheap

cheap solution for cheap ECM

Then it would no longer be to help aiming or targeting. Also… That on a multipurpose module? Pretty much renders buildables useless. The cooldown is way too long it’s not worth exchanging and if you lower the cooldown then it becomes overpowered.

 

Well, it could always be restricted to drones. So only attack drones and tackler drones would be affected. Though I was rather fond of the idea of disarming mines with it.

 

Problem is, there really isn’t much that you can do with the A1MA that another module doesn’t already do better. Pulsar is a great example of this.

 

If you make the A1MA too specialized, nobody will use it and it will continue to be a useless module. So, I was simply suggesting a very broad application and compensating with a very long cooldown.

So my idea is too specialized?

So my idea is too specialized?

 

Yes. If it cannot be used effectively in combat with relative ease of understanding, it probably won’t be used. So it is too specialized and too complex.

 

 

players use A1MA regularly and successful by getting kills

Wait…

 

Players are able to get kill with a module made to deal damage that can kill an ennemy?

 

What kind of sorcery is this?

Yes. If it cannot be used effectively in combat with relative ease of understanding, it probably won’t be used. So it is too specialized and too complex.

And we all know anything more complex than “hit X, kill Y”, is too much for the common pilot’s brain cells.

 

I think complexity is what the game lacks the most. However, it won’t be with this aimbot.

Wait…

Players are able to get kill with a module made to deal damage that can kill an ennemy?

What kind of sorcery is this?

No the point was… Look how many people use A1MA. Not much. Then out of those people look how many people use A1MA successfully. Not much

 

 

Look how many people use A1MA. Not much.

Why players would use a fusion of a Pulsar and some kind of plasma web instead of other modules?

 

This is a mini-interdictor module for ships that are usually exposed to interceptors (if they use to fly alone/far from cover) or for specific builds implying different gameplays.

 

Covert Ops = Orion/Plasma Web/A1MA 

Fed’s Engineers = Combat drones/A1MA/Attack Drones

Octopus (with S uper R esilient D rones) = SRD/A1MA/Attack Drones

Long Range Frigate = A1MA/MineField

Tackler = Gravi-Beam/A1MA/Sentry Drone (or Heavy Guard Drone)

Guards = Pulsar/MPI/A1MA

 

Players find it less powerful than other modules cause they are trying to use it in a limited meta-game which is not corresponding to the A1MA.

At the difference of other modules, you don’t create a build including this module, you create a build around this module and around the capacities it’s bringing to your ship.

 

I’m still waiting for a T5 A1MA module to be able to develop more “Outside the meta” build

I’m still waiting for a T5 A1MA module to be able to develop more “Outside the meta” build

God, xxxx hell no, I hope that module stays in T4.

God, xxxx hell no, I hope that module stays in T4.

Ok, now you are just being biased. It no longer breaks the game.

Ok, now you are just being biased. It no longer breaks the game.

That’s not the point. Would you like it if a CovOps started wailing on you and, on top of everything he had to rip you a new one, he’d add… what was it? 5 more ticks of damage? 5 new vent holes?

Yes… While exchanging A1MA for another module.

I love it! Omg this makes it so much better than the new A1MA. I would like either THIS, or the old aimbot back. As of now this module is crap and should not be manufactured.

That’s not the point. Would you like it if a CovOps started wailing on you and, on top of everything he had to rip you a new one, he’d add… what was it? 5 more ticks of damage? 5 new vent holes?

 

No one is stupid enough to put that garbage on instead of a Camo/White Noise/Orion/Plasma Arc/Repair Kit/Shield Booster.

No one is stupid enough to put that garbage on instead of a Camo/White Noise/Orion/Plasma Arc/Repair Kit/Shield Booster.

That’s what I’m talking about! Who would want to use the current A1MA when it is so useless?

That’s what I’m talking about! Who would want to use the current A1MA when it is so useless?

 

Well I tried using it but it made me look ridiculous. 

Well I suppose that the new idea is more tactical than anything else. Who agrees?

To be honest, I do like this better than the current A1MA, since it’s next to useless (oh noooo 2500 em damage whatever will I dooo). It would probably make more sense to make all the bonuses available from the start, and simple reduce cooldown and increase active time with the upgrades. Otherwise, I get the feeling it’d be ridiculous to code.