The Engineer has the Combat Drones module which also heals the Engineer. A Guard is a very capable shield tank which is why I recommended it on the Guard and not the Engineer. The idea is more like a reverse particle purge, which also happens to be suicide for a Gunship…
I don’t think this type of module suits a guard, as it is the engineer’s job to heal the team.
Maybe this instead:
Module: (name undecided)
Ability: Slowly drains hosts shields, but projects a cloud of damage around the host’s ship corresponding the the phase shield at time of activation (cannot change damage mid-use, damages only enemies unless friendly fire is on). Toggleable, ECM ion diffuser will shut it off.
Mk1
Duration: 4 seconds
Recharge: 120 seconds
Energy use: 140/second
Radius: 250 meters
Shield drained from host: 10% per second
Damage/second of cloud: 200
Mk2
Duration: 5 seconds
Recharge: 110 seconds
Energy use: 140/second
Radius: 350 meters
Shield drained from host: 9% per second
Dps of cloud: 300
Mk3
Duration: 6 seconds
Recharge: 100 seconds
Energy use: 140/second
Radius: 450 meters
Shield drained: 8% per second
Dps of cloud: 400
Mk4
Duration: 6.5 seconds
Recharge: 95 seconds
Energy use: 140/second
Radius: 500 meters
Shield drained: 7.5% per second
Dos of cloud: 450
Mk5
Duration: 7 seconds
Recharge: 90 seconds
Energy use: 140/second
Radius: 550 meters
Shield drained: 7% per second
Dps of cloud: 475
Basically a better pulsar, but you have to damage your shields to use it.
EDIT: Now that I think about it, I should make a separate suggestion for this.
Basically a better pulsar, but you have to damage your shields to use it.
A T5 mk4 pulsar with efficiency implant deals 13159 dmg over 12 seconds (cloud deals 3325dmg total), which means every pulse hits 1096,58 damage, more than double of that cloud. I cant see a single reason that makes that cloud better than actual pulsar (except that you can choose the dmg type). Its worse on all aspects. Pulsar requires 400 energy total (cloud drains energy like emergency shield with a total of 980 energy consumption + 49% shield loss), has 1200m range (instead of 550m) and recharge time is 40 seconds (+12 secs of being active. Cloud has 90 sec). And almost forgot, this is a comparison between mk4 pulsar and mk5 cloud mod.
Your numbers need a hard tweak to make it worthy compared with pulsar.
EDIT: even R5-9 mk4 pulsar is way better (lowest rank pulsar you can equip).
Thing with pulsar is you need line of sight, this is an area denial similar to the old destructor effect. I put lower range and less damage as this would be very OP with the same damage as pulsar as well as the same range. I will tweak some things when I write my actual suggestion thread, my numbers were just placeholders really.
This would be suicide if used on a guard. They rely on their shields for defence, so purging them just to heal a bit of ally shields would be a waste.
Someone already said that. Nobody saw this.
Random fact: did you know that guards can cloak each other at the same time? Of you have two guards with spectre field, they can both be cloaked if they use the module at the same time. :3
Random fact: did you know that guards can cloak each other at the same time? Of you have two guards with spectre field, they can both be cloaked if they use the module at the same time. :3
Seems waste of cloack time, resistances and heal opportunities; guards tank a lot, and tank even more under the effects of spectre field. Alternating between cloack and extra resistances is better than just cloacking for the same cloack time.
I do, but I only use it in missions if I’m confidently set up and very seldom in skirmish. Besides, who needs particle purge when you have a singularity cannon?
I do, but I only use it in missions if I’m confidently set up and very seldom in skirmish. Besides, who needs particle purge when you have a singularity cannon?
Folks who have a hard time finishing interceptors or who want an emergency shield heal. Works great on empire gunships, since there’s fewer downsides, and works even better on careful federation ones, since there’s more damage.
Guards are not healers, and your hull durability (without shield) is not enough for tanking. This kind of modules is not linked to the guard’s mechanics
Guards are not healers, and your hull durability (without shield) is not enough for tanking. This kind of modules is not linked to the guard’s mechanics
This part I understand. But I am just thinking of a way to make even more use of the Guard’s shield than just as a tank for incoming damage. Obviously this type of module will rely on a lot of protection from the rest of the team