Tooltip: Once every 15 seconds that the user is being damaged, releases a smoke cartridge in the direction of incoming damage that reduces incoming damage by up to 25% in a 400m radius cloud for 10 seconds.
(Works just like a static cloud version of the LRF particle disruption module)
yeah and then enemy just strafes away from it, stop wasting destroyer hull slots. they are really valuable
The current usefulness in dessy hull slots is resistance resistance resistance. Need to spice things up a bit. And imagine if you actually have a useful team around you to help, or if you’re up against a wall.
Tooltip: Once every 15 seconds that the user is being damaged, releases a smoke cartridge in the direction of incoming damage that reduces incoming damage by up to 25% in a 400m radius cloud for 10 seconds.
(Works just like a static cloud version of the LRF particle disruption module)
It should be a thermal resist mod specifically.
-Upon taking thermal damage deploy smoke cloud that reduces said damage by 50% and reduces EM damage by 5% or some other small number.
You don’t see jets or Boeings struggle flying through clouds, why should bullets have reduced damage doing the same?
Because the LRF mod could best be described as a deflector shield. It dissipates laser and plasma that make up EM and Thermal weapons, whilst reducing or removing the kinetic energy involved in projectile weapons. Smoke in high realism space combat, whilst it does work well at at dissipating the same thing involved in thermal and EM, although less effectively on Plasma and, if I remember correctly, better on lasers, it doesn’t do anything to reduce kinetic energy. A summary to this overly complicated sentence, Smoke works on lasers and plasma, not projectiles. The LRF mod is a deflector, it does work on kinetic projectiles.
Because the LRF mod could best be described as a deflector shield. It dissipates laser and plasma that make up EM and Thermal weapons, whilst reducing or removing the kinetic energy involved in projectile weapons. Smoke in high realism space combat, whilst it does work well at at dissipating the same thing involved in thermal and EM, although less effectively on Plasma and, if I remember correctly, better on lasers, it doesn’t do anything to reduce kinetic energy. A summary to this overly complicated sentence, Smoke works on lasers and plasma, not projectiles. The LRF mod is a deflector, it does work on kinetic projectiles.