A1MA

It should be something like 5000 damage for all ships in a certain radius. And the no walls thing and the having to lock on and the entirety of the new module is crap. I demand a refund.

 

Yeah, and then I can put it on my Guard right next to my Pulsar and Mass Propulsion Inhibitor. So first I EM Pulsar everyone’s shields out, then I hit 'em with the regular Pulsar and WHAM! Grim Reaper medals galore!

 

Fox, come on man. I get that it’s a crafted item and takes time to farm the materials to build it. I get that it’s kinda useless now. But this? Making it a multi-purpose pulsar will not help anything. That’s even worse than it’s original form. [insert final form joke here]

 

Also, demanding a refund won’t get you anywhere. The developers don’t read our forum (they get the good bits passed along by GMs), and you agreed to the Terms of Service page so you don’t have any legal leverage to get one.

Wut, 0.7.xx calling

Seriously? It doesn’t do that anymore? Could’ve sworn the tooltip still said reduces regen by 50%, or some such…

Ok… Last proposal:

A1MA IV: Multipurpose Module

Energy Consunption: 300 en.

Recharge: 30 sec.

“Deals 500 EM damage per second to the closest enemy in a 2500m. radius for 4 seconds. Always tries to hit locked target.”

This makes it like a mini-pulsar, but much less damage, less range, and only hits ONE target. Happy? I would actually use it if this happened. I keep activating the module before I make a lock and it sits there recharging, not doing diddly. If it were like pulsar, it would activate and stay active so it actually hits something.

Isnt almost the same to what devs implemented?

Not small missiles. Do attack drones.

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In a way particle purge kinda acts like A1MA and it does instant dmg to all ships in a certain radius with 13s cd, but then of course only gunship have them and it drain all your shield.

Since I don’t play T4 much, not much I can say but A1MA shouldn’t be introduced in the beginning…

UX5ntrn.jpg

In a way particle purge kinda acts like A1MA and it does instant dmg to all ships in a certain radius with 13s cd, but then of course only gunship have them and it drain all your shield.

Since I don’t play T4 much, not much I can say but A1MA shouldn’t be introduced in the beginning…

Omg 13 seconds??? I must not use it enough. And A1MA doesn’t damage all enemies in a radius. Only one.

Isnt almost the same to what devs implemented?

They made it where you had to lock an enemy first.

Seriously? It doesn’t do that anymore? Could’ve sworn the tooltip still said reduces regen by 50%, or some such…

That is Spy Drones.

They made it where you had to lock an enemy first.

How dare they???! Right?

Bad idea… This is why. I get that you would like it to hit the closest target so you don’t have to lock on. Make it an auto aim kind of thing, but that’s not effective if you have it go to the closest target. Especially if that target is an interceptor. All he has to do is fly away and the damage goes to the next closest target. Then the minamal damage you were going to get on the intended target gets split between two targets. Lock on ensures all damage stays focused.

I’ll suggest trying out the mod in several different ways befor deciding that it needs changed. It has many tactical advantages now. Used in combination with specials it can be quite handy. Keep in mind your not supposed to be able to have a insta kill button with a 1 sec recharge. This mod is to help you end a dogfight so you don’t have to fly in circles for 5 mins. It’s not to take out an entire team with the push if a button.

Bad idea… This is why. I get that you would like it to hit the closest target so you don’t have to lock on. Make it an auto aim kind of thing, but that’s not effective if you have it go to the closest target. Especially if that target is an interceptor. All he has to do is fly away and the damage goes to the next closest target. Then the minamal damage you were going to get on the intended target gets split between two targets. Lock on ensures all damage stays focused.

I’ll suggest trying out the mod in several different ways befor deciding that it needs changed. It has many tactical advantages now. Used in combination with specials it can be quite handy. Keep in mind your not supposed to be able to have a insta kill button with a 1 sec recharge. This mod is to help you end a dogfight so you don’t have to fly in circles for 5 mins. It’s not to take out an entire team with the push if a button.

I have used it quite extensively, actually. And if you read a little closer, it says “…tries to hit locked target…” And also the fact that you can activate it without a lock is the dumbest thing ever.

Ok… Last proposal:

A1MA IV: Multipurpose Module

Energy Consunption: 300 en.

Recharge: 30 sec.

“Deals 500 EM damage per second to the closest enemy in a 2500m. radius for 4 seconds. Always tries to hit locked target.”

This makes it like a mini-pulsar, but much less damage, less range, and only hits ONE target. Happy? I would actually use it if this happened. I keep activating the module before I make a lock and it sits there recharging, not doing diddly. If it were like pulsar, it would activate and stay active so it actually hits something.

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