The range of the debuffs are lower than the range of the shortest range weapon (1750). So an inti can hover and hit the guard (he is big enough to cover the spread) with no problems. this is also out of the range of the pulsar and way easier for the inti to stay behind and not being hit by the main weapons of guards.
And once the shields are down inti can swoop down and plasma torch the poor slowpoke, getting few pulsar hits on his shields.
I’ve been on both sides, so I know.
1,850-2,000 range will be enough to have reduced damage from interceptors, but not from fighters. Will still affect that blue balls of death thou. But those hit like a steam hammer even with phase shield on EM + Passive module, resulting in 120+
Guards are fine. You want area denial, fly the Neuron Zealot, Tormentor-S and the Inquisitor. Otherwise, surprise Pulsar to the face is always a good tactic.
My math was based on using the range increase from those ships, actually. Pulsar damage is pretty easy to avoid too; the only way I see a Guard effectively ruining an Interceptor’s day is to intentionally have the debuff off until a ship gets in point blank range, and then turn pulsar and MPI on, and watch the little bugger squirm to get out of that web of pain. Unfortunately, they are also in range to just float right next to your nice, big blind spot and unleash all of their modules on you and turn the tables around just as easily.
My math was based on using the range increase from those ships, actually. Pulsar damage is pretty easy to avoid too; the only way I see a Guard effectively ruining an Interceptor’s day is to intentionally have the debuff off until a ship gets in point blank range, and then turn pulsar and MPI on, and watch the little bugger squirm to get out of that web of pain. Unfortunately, they are also in range to just float right next to your nice, big blind spot and unleash all of their modules on you and turn the tables around just as easily.
Agreed, but even this is being generous about how effective guards currently are. It assumes that the int isn’t an ECM, which can stunlock you for anywhere from 7 to roughly 20 seconds, depending on how many energy-draining/module-denying modules it has equipped, all while staying in your “dead zone,” attacking you from an area where you can’t fight back. Or either of the other 2 types of ints just staying in your dead zone, while you slooooowly struggle to turn around and fight back. But while you’re slooooowly rotating in place, they’re matching you degree for degree in their supremely maneuverable ship.
Finally on topic of guard frig shield regen mods, are there people that do not use it? It’s pretty much mandatory, a short CD module that restores near full (fed) or about 2/3 shields (jer) over 20 seconds every minute. When you’re a shield tank, not taking it is just strange, especially after the nerfs to engineer heals.
And once you hit R13, it goes absolutely crazy, get 2 kills or assists every 20 seconds and you have constantly working shield regen and near constant pulsar. Utterly nuts.
As much as I did find that informative, this thread is specifically about the debuffs. I already stated that overall the Guard is fine and formidable, but that the debuffs themselves are in need of some tuning up. Also I use the guard shield regen mod; I find that to be a mandatory mod to have on T3.
Tbh I think guards are in a good spot right now and don’t need a buff/nerf.
My math was based on using the range increase from those ships, actually. Pulsar damage is pretty easy to avoid too; the only way I see a Guard effectively ruining an Interceptor’s day is to intentionally have the debuff off until a ship gets in point blank range, and then turn pulsar and MPI on, and watch the little bugger squirm to get out of that web of pain. Unfortunately, they are also in range to just float right next to your nice, big blind spot and unleash all of their modules on you and turn the tables around just as easily.
Guards are not meant to be solo heroes like ceptors, they are the anchor of a push and should always be near allies
As much as I did find that informative, this thread is specifically about the debuffs. I already stated that overall the Guard is fine and formidable, but that the debuffs themselves are in need of some tuning up. Also I use the guard shield regen mod; I find that to be a mandatory mod to have on T3.
and my first impressions echoed your OP hence why I linked
Missile shield range is fine in my opinion; you can keep your distance while still able to periodically block a missile. I rarely see a missile fired without it being locked on, so I don’t think stray missiles are an issue
Except for the AoE missiles. I often target asteroids, but I’m often not really caring about the hit strike but the AoE instead.
My impression was that missile shield range was a touch too far. My mod kept shooting down missiles that were not directly involved in fights I was in. Like I would be part of a bunch of ships pushing for a beacon and some random fight between two ships somewhere else would trigger my module.
It could go either way but I feel that it’s a tad OP
Engine Inhibitor is nice but its’ short range feels more like self defense rather than a team module. I don’t really care but what with claims of OP interceptors and weak Tacklers I don’t think buffing this module would be a bad idea.
My impression was that missile shield range was a touch too far. My mod kept shooting down missiles that were not directly involved in fights I was in. Like I would be part of a bunch of ships pushing for a beacon and some random fight between two ships somewhere else would trigger my module.
It could go either way but I feel that it’s a tad OP
Engine Inhibitor is nice but its’ short range feels more like self defense rather than a team module. I don’t really care but what with claims of OP interceptors and weak Tacklers I don’t think buffing this module would be a bad idea.
I’ve flown interceptors a lot, and I can say, an tackler’s just another fighter but with a cloak. Yes, those modules can hurt and help others hurt, but I’m not afraid of tacklers when flying. I loved flying my tackler in T2, and I haven’t bought one since. It’s not an anti-inty fighter. It’s a fighter with different tactics.