I’ve noticed that the “standard” modifications of main modules are exactly the same as the normal variants. On the previous crafted set the standard ones functioned the same but with heightened stats. Please being this back, as I genuinely don’t understand why anyone would want a normal module on a special ship when given the other options.
I suggest that the standard variants just have a stat boosted slightly like the jaguar main has 22 seconds instead of 18 on cloak, or the kraken’ torpedo has 12000m range instead of 10000. Just simple things like that. I’m still baffled as to why they were even given as options.
It’s not the selection, it’s just that one module. It’s the same as any regular module. Nothing special.
As simply as the fact that special faction modules have drawbacks (longer cooldowns, bigger energy costs…) so sometimes you might want to just take the normal module.
I suggest that the standard variants just have a stat boosted slightly like the jaguar main has 22 seconds instead of 18 on cloak, or the kraken’ torpedo has 12000m range instead of 10000. Just simple things like that. I’m still baffled as to why they were even given as options.
If you want to have something, you have give something in return…gain for no pay doesnt seem much balanced. Besides, normal options arent bad: i had to take my time to think wether to use normal cloack or the cloack that cant be cancelled by dmg with jaguar.
The synergy bonuses on crafted ships are pointless compared to standard ships. The only real up-side to crafted ships is the mod slot customisation and the awesome looking models.
Custom ship fitting is plenty of an edge compared to other t5s. It lets you fly the class EXACTLY how you want. Giving it an edge in its special F module would basically make it a T6… and we all know how well mixing tiers is. There are plenty of advantages to picking the standard special modules over the faction specific ones (they all have drawbacks and advantages).
The synergy bonuses on crafted ships are pointless compared to standard ships. The only real up-side to crafted ships is the mod slot customisation and the awesome looking models.
the 25% tackler modules effectiveness boost on jaguar (TP and sentry are so powerfull, 43.2pts resist reduction is pretty nice :D), the 10% dmg on kraken (my dps increased over 500 on many weapons) and 30 therm resists (maybe extra crit chance or dmg wouldve been great, but the ship feels tanky enough and hard punching), 20% effects boost on command for saw one (wich makes jeri command stand against aura), the 20% cov op mods efficency boost for peregrine to blast with orion and plasma arc (i still prefer falcon m since it hits more consistently over time)…cyning and ronin bonuses dont look good to me, but older SP ships like caltrop and octopus have great synergy bonuses too.
EDIT: right, compared to standart ships: inq AE has 10% dmg too but energy cost reduced for LRF mods (so useless), lion mk2 has range wich is good for inhibitor beam and some “long range” TP but doesnt have close quarter power along with lion like jaguar has. Aura is really good so i wont touch it, but jeri commands are pretty bad (20% less energy consumption…waste), they are only good as offensive, and saw one has 10% crit chance (great for offensive power).