Guard Module - Impact Shield

I have mentioned this twice in the EN forums and once in the RU forums. All three have been met with (mostly) positive response so i think this module deserves it’s own thread.

Impact Shield

Description:
A Guard role module that allows the guard to move at warp speed to the distance of 1500 meters. An impenetrable shield will be generated in front of the guard to absorb all damage including collision. Upon warm-up the shield glow bright white and a stiff breeze like gas venting out into space to serve as a warning. The guard will enable this module and ram into any ship in the path and will do massive explosion damage. The damage will be proportional to shield size and will match the damage type of the phase shield. Available to Tier 5 Guards only.

Specifics:

Deals explosion damage.

Damage is corresponding to phase shield set up.

Cancels Pulsar and vice-versa.

Cancels with ECM and Command Stuns. Cancels with ECM Energy drain if energy becomes lower than required amount.

Movement will be stopped mid-warp if there is a ECM Metastable Energy Field

While warping and charging the warp you may noy strafe, pitch, or rotate.

 

Mk1:
Damage Inflicted: 13% of the maximum shield volume + 2500
Warm Up Period for Warp: 1 second
Distance Warped: 1500 meters
Energy Consumption: 690 points
Recharge Time: 55 seconds
Diameter of front shield: Shield Hitbox + 150 meters.

Mk2:
-20 Energy Points Consumed
-3 second Recharge
Diameter of front shield: Shield Hitbox + 225 meters.

Mk3:
-20 Energy Points Consumed
-3.2 Recharge
Diameter of front shield: Shield Hitbox + 260 meters.

Mk4:
-10 Energy Points Consumed
-2.1 Recharge
Diameter of front shield: Shield Hitbox + 285 meters.

Required Crafting Materials:
2,400,000 Credits needed to buy blueprint
1x Computing Chip
5x Pure Silicon
4x Screen Battery
1x Graphite Plate
30 Alien Monocrystals

You need to define a diameter of the buffer zone.

Buffer zone as in the diameter of the front shield?
 

Yes.

It work like RT? Because I don’t see any warp speed.

If it is, OP!

15k collision damage = one-shot fighters (Even Empire…) and long-range.

There’s not way to reduce collision damage exepted with collision compensator.

It work like RT? Because I don’t see any warp speed. If it is, OP! 15k collision damage = one-shot fighters (Even Empire…) and long-range. There’s not way to reduce collision damage exepted with collision compensator.

It isn’t OP… :01414:

It moves at recon warp speed. You won’t be able to change direction if the enemy moves out of the way. I don’t think you understand how this module works. It is definitely not overpowered.

Imagine being charged by a train that can’t turn. If it hits… you are dead OR you can step off the tracks. Reconsider your vote please.

Edit: oh and btw you can get the Jerry implant that makes shield absorb collision damage.

If you downvote please explain why.

That… is a lot of damage.

That… is a lot of damage.

 

It’s a bit more than half of the T5 anomaly generator. Since the anomaly generator can go 5400 (i think) instead of the IS 1500 meters I suppose it is quite balanced. The only thing is that it bypasses hull without hitting the shields (unless you have R9 Jericho Implant) so in that respect it might be OP

 

Thank you for your input. Also Jrisom I added the buffer zone. Tell me what you think

It’s a bit more than half of the T5 anomaly generator. Since the anomaly generator can go 5400 (i think) instead of the IS 1500 meters I suppose it is quite balanced. The only thing is that it bypasses hull without hitting the shields (unless you have R9 Jericho Implant) so in that respect it might be OP

 

Thank you for your input. Also Jrisom I added the buffer zone. Tell me what you think

 

Well, anomaly generator also gives a gigantic warning ahead of time, letting pretty much anything but a frig escape.

This kind of module doesn’t fit on a Guard role Imo. They’re there to deal with missiles, fast enemies, and absorb high amounts of damage, not to ram and slam people 1 shooting them.

Well, anomaly generator also gives a gigantic warning ahead of time, letting pretty much anything but a frig escape.

True. Lengthen warm-up time to 1 second and mention that the module will produce a visual and audio effect. During warm-up the frontal shield will form in a clockwise fashion. You will hear a stiff breeze sound like gas venting out into space. How do you like that warning?

This kind of module doesn’t fit on a Guard role Imo. They’re there to deal with missiles, fast enemies, and absorb high amounts of damage, not to ram and slam people 1 shooting them.

I always thought of the Guard as a bull, guarding its territory from trespassers. If this actually was a module what role would you think it would be in then?

*Notes efayfay’s interests*

 

How about 3 guide lines appear showing the path aswell as giving it a 1.5 second warmup time aswell as depleting the players shield equal t damage output

No, because the rotation reduction at the end isn’t enough for you…

I don’t get “my interests”

Men,  recon speed is too fast to escape of a 600meter zone on some ships. 

Take them by surprise, and you kill them easily. 

Rush a beacon and you have 5kills+

 

Anomaly generator have higher RAW damage and is hard to use on a moving target. 

 

Your idea have higher damage output when considering resistances. I don’t see that much people flying with collision compensator when they can use better modules. 

 

My t3 LRF have 13k hull in my remember. Do I deserve to be one-shoted by a big fat missile that travel 1500m in less than 1 seconde (So 1.5 secondes to move a 600 meters? I have 200ms/secondes…)

 

You will one shot every fighters expected federation one at full speed ( If they don’t fly straight).  Every LRF,   leave naga less than half life, and explose literally every single bee that fly around a beacon. 

Changed warm up to 1 full second

Reduced buffer zone to 350

Added warning in description.

Reduced damage to 12595

I won’t change (nerf) this imaginary module any further. There is a point where player skill becomes the deciding factor. Pay attention of your surroundings or you will die regardless if your death was caused by IS or not.

It start to be more reasonable. 

Stasis still exist anyway, and guards already have speed debuff to help them. 

 

I would have make it something like x2 the speed for 10 secondes and +50% collision damage + 1 collision damage per 50 survability (More than enough I think).

 

Problem with collision damage is that it bypass everything. Commands already fear collision damage (I hope that those interceptors won’t start to crash on me when I am low hull under diffusion shield).

I suggested those options because this would be the equivalent of the A1MA when it comes to how overpowered this module would be.

I have mentioned this twice in the EN forums and once in the RU forums. All three have been met with (mostly) positive response so i think this module deserves it’s own thread.

Impact Shield

Description:
A Guard role module that allows the guard to move at warp speed to the distance of 1500 meters. An impenetrable shield will be generated in front of the guard to absorb all damage including collision. Upon warm-up the shield glow bright white and a stiff breeze like gas venting out into space to serve as a warning. The guard will enable this module and ram into any ship in the path and will do massive collision damage. After the warp is over rotation speed will be reduced by 50% for 5 seconds. Available to Tier 5 Guards only. Upon Collision, the Guard use a % of its maximum shield volume to deal proportionnal damages. Available to T3/T4/T5.

In case of ramming a player, a structure (or any object) the shields are depleted by the same amount.

Specifics:

Always considered as "Explosive Damage"

Damage type is linked to the Phase Shield setting.

Collision Damage can be reduced (Apply resistances) for target/guard.

Can’t be equiped with a “Pulsar” at the same time.

Charging timer can be canceled by “Ion Diffuser / Ion Warhead”.

Can be stopped with a Static Shield

While Warping and charging the warp, you can’t strafe, pitch or rotate.

 

Mk1:
Damage Inflicted: 12595 Collision Damage 12% of the Maximum Shield Volume + 2500.
Warm Up Period for Warp: 1 second 1.5 second
Distance Warped: 1500 meters
Energy Consumption: 690 points 400 points
Recharge Time: 47 seconds 55 secondes
Reduction of rotation speed by 50% for 5 seconds
Diameter of front shield: 350 meters Shield’s Hitbox + 170 m

Mk2:

Damage Inflicted: 12595 Collision Damage 13.5% of the Maximum Shield Volume + 2600.
-20 Energy Points Consumed
-3.2 Recharge -3.0 seconde CD
40% Reduction of rotation speed for 5 seconds

Diameter of front shield: 350 meters Shield’s Hitbox + 250 m

Mk3:
Damage Inflicted: 12595 Collision Damage 15.0% of the Maximum Shield Volume + 2800.
-3.2 Recharge -4.5 secondes CD
30% Reduction of rotation speed for 5 seconds

Diameter of front shield: 350 meters Shield’s Hitbox + 270 m

Mk4:

Damage Inflicted: 12595 Collision Damage 16.5% of the Maximum Shield Volume + 3000.
-10 Energy Points Consumed
-2.1 Recharge -2.5 secondes CD
30% Reduction of rotation speed for 4.2 seconds

Diameter of front shield: 350 meters Shield’s Hitbox + 300 m

Required Crafting Materials:
1.200.000/ 1.500.000/2,400,000 Credits needed to buy blueprint
1x Computing Chip
3/4/5x Pure Silicon
2/3/4x Screen Battery
1x Graphite Plate
4x Double Deflectors (1 time)15 / 20 / 30 Alien Monocrystals

 

 

Even if Ramming Blade / Ramming Modules were suggested a lot of time, if you want it on the guard, you have to use Guard’s weakness as well as Guard’s Strength.

I edited it to something more balanced in terms of gameplay and balance.

The rotation debuff was not enough not corresponding at all, the damage value not corresponding to Guards mechanics and the crafting ressources not related to other crafted modules.

Worse case senario, you activate the module.

 

Move to a beacon, miss every ship.

 

You then activate pulsar, and win.

 

This is would be bad for game balance. So bad that were it implemented I think even I would stop playing.

 

CO suicide module is worse than this, and the ship blows up when you activate it! Blows up your ship is the draw back of that module.

 

I’m in invasion: “ya the guard bot killed me again with one shot. I’m having so much fun.”

 

Your poll requires that I be MR os MRS Duck, I’d rather be neither.