8 hours ago, TheDarkRedFox said:
The explosion radius is about 100m but the heal radius is 400m. Biiiiig difference.
Also you can’t self-heal with it, but you can heal your static items. When you “heal” your static items, the damage repaired from them will be displayed as if it was your own heals. If you watch your hull, it does not actually get repaired.
All working as intended.
not sure if its working as intended .
the tooltlip is clear , " deal EM damage , launch amno and at the impact there’s nanodrones attacking the enemy . the nanodranoes can also repair the hull for Ally for 300pts on a radius of 400m ."
there’s no mention that we can use by trick this weapon to repair our self ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)
when , an effect can apply to both the player and ally , the tooltip is clear , for example like as some modules from the command ship .
in my opinion , the fact players can use a behiavor and its not normal .
as i said on my first post , the effect can’t apply for the player using this weapon .
to discuss ,
on my second suggestion , may be its too drastic but remove this big radius effect , i want this weapon Eclipse can steel repair ally but more on a way a mono target .( max radius effect to repair above 10-50m ) . on this way player need to aim ally and not just spamming a wall , a rock ,or a barrier static . keep in mind , the aoe effect is all ready the most efficency to repair a hull with more range than the classic module to repair hull .
i hope with those tweak/change
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avoid spam and player need more thinking what to do for teamplay
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balance this weapon ( effect heal ) to other modules from ingé .
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player need to focus on their build