A1MA still pointless

I like having it last as long as the pulsar, but it still has very low damage, not to mention requires a lock-on and drains energy like nothing else I’ve used. There was a suggestion a while back about making the module a passive module that gave boosts to aiming such as increased projectile speed, and less spread, and something to do with the HUD. I liked this suggestion, as it made the module actually useful. It was useful back when it was an aim-assist, but it seemed people couldn’t cope with having to run behind a rock or break lock every time they were targeted, like you’re supposed to do. So, with every active forum member and critic here, we need to brainstorm a module that is genuinely useful and can be used effectively on any ship, as per it’s purpose. Also, energy drain over 18pt/s is too heavy for multipurpose. A single cost, or low consumption is better.

  1. The energy cost should, at the very least, scale with the ship type using the module; Interceptor, fighter, frigate, etc. 

  2. The module itself could give a gun zero spread for a particular duration of time, which would be a double-edged sword, as someone would easily be able to tell where you’re aiming, however

it’d make it only useful for projectile type weapons, so I don’t believe changing it to a module that decreases spread or even increases projectile speed would help it over-all. 

  1. Damage dealt should also scale with the ship type using the module; If a frigate uses it, it should be a little less powerful than an actual pulsar. If an interceptor uses it, it should deal around 800 damage per shot while being used with the 10c implant, which would have it dealing, usually, about 400 per shot. Any less damage, and the regeneration types will negate that damage to zero.

  2. Keep the module as a pulsar-type weapon, as it is now. 

  3. Increase the active range to about 2500m.

  4. A visual is still needed for the initial use of the module; however, a cloak, or even unlocking, should not stop it from actually hitting the target after that first use. 

Similar as to how pulsar still hits cloaked targets. The only way to get it from actually stopping, would be to get behind something or to get out of range or simply have the 14a implant activate itself.

  1. Only one A1MA may be used on a single target at a time; however, this does not effect the use of an actual pulsar, and can hit at the same time or even be used at the same time by the guard firing said pulsar. 

Make it act similar as pulsar only stronger and for longer time. Or an EM Pulsar paired to EM scatter with short range and less effective time (radar cloak)

A shorter, multipurpose EM cloak would be AMAZING, but on certain ships would become a bit abusable. I like it though.

Or make it a customization module. If you equip it, you have a little R2D2 somewhere visible in your ship. 

 

Btw it does nothing, just makes your ship cooler.

Lol. This would also be cool, but a complete waste of the materials.

Howabout it does that, but also improves weapon aiming significantly:

-45% weapon spread

+45% weapon projectile speed

  • adds a missile aiming reticule

Or make it a customization module. If you equip it, you have a little R2D2 somewhere visible in your ship.

Btw it does nothing, just makes your ship cooler.

Yes. +1

Or make it a customization module. If you equip it, you have a little R2D2 somewhere visible in your ship.

Btw it does nothing, just makes your ship cooler.

Yes. +1

Or make it a customization module. If you equip it, you have a little R2D2 somewhere visible in your ship.

Btw it does nothing, just makes your ship cooler.

Yes. +1

Lol. This would also be cool, but a complete waste of the materials.

 

How is having R2D2 doing beep boop a waste of materials?

How is having R2D2 doing beep boop a waste of materials?

Because I’m obviously talking to the wrong people…

I’d have to ask this, though. Why not simply make A1MA useful in its current state, and simply create more new modules?

We don’t need A1MA to simply be a new module with the name of A1MA, we need A1MA in a proper state and new modules… 

At least, that’s my thought on the matter.

 

 

*1,000th post! Woot!* It was painful and pleasurable to get here~  2zLVc3G.gifMasochism Released 

A1MA should be upgradable.

Upgrading comes after we make it actually useful.

If you upgrade trash, you just get bigger trash.

Also, if a good idea develops from this thread for another module, please do make a seperate post for it, by all means! I like new stuff just as much as the next guy, I just want the new old new stuff to be kinda more worth the several score monos I spent on it.