Guard Module - Impact Shield

 

Efefay, on 29 Jul 2014 - 4:00 PM, said:[![snapback.png](< base_url >/public/style_images/master/snapback.png)](< base_url >/index.php?app=forums&module=forums&section=findpost&pid=278388)

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.

 

1.) I like the proportional damage instead of the raw damage. Even though it does less damage I still like it. I’m going to increase the % to 13%

 

2.) Warm Up for Warp stays the same. It’s the same as the recon even though it moves a lot less. I know it has more mass but still 1 second is fine for me.

 

3.) I will apply your recharge time suggestion.

 

4.) I forgot about cancels in the specifics. Explosion…? Maybe but I like it being linked to phase shield idea.

 

5.) This is only for T5. If you look at all the other ship types that have new modules except LRF it’s only for T5. I forgot about alien monocrystals

 

6.) i will remove guard rotation debuff.

 

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.

 

Because pulsar is so strong that you can take down a fully healed interceptor and that interceptor will be so dumb that it wont move away. Also every enemy at the beacon will just ignore you so you can kill them. Lines 1-5 are stupid and you don’t even understand. I’m trying to make this module as balance as possible.

 

The Covop Plasma Arc does massive damage but is limited by short range. The Guard IS does massive damage but you can’t aim while it’s activated.

 

Bot LRFs don’t have RT so why would bot Guards have IS?

 

 

Explosion…?

It’s to be fair with all the ships, you can’t simply oneshot an Interceptors just because you are in a fat Guard.

Secondly, in terms of Module design, it’s extremly easier to create a little story for the module :

 

"Blablablah… Mad Scientist… blablablah… Rakza slapping Jericho Scientists with a baguette… blablablah… Overcharging the Front Shield to make them exploding upon collission while derivating a part of the remaining energy to the engine to make the guard charge blahblahblah… Sandwich…"

I like the idea behind the module, but it does need some serious rebalancing.

 

Consider this: If you are piloting a guard and activate this module, IRL you would be throwing all power into the forward shields. What little remains would have to go to engines in a huge draining burst.

 

So if you successfully activated this module the natural consequence SHOULD be that your guard is now completely drained of all energy, shields, etc. Meaning you are sitting dead in space for about 8 seconds with no engine power, no shields, no modules, and no weapons.

 

And that is IF you aren’t unlucky and hit a 10% chance of overloading your ship and simply exploding on the spot.

 

That would be balance.

I like the idea behind the module, but it does need some serious rebalancing.

 

Consider this: If you are piloting a guard and activate this module, IRL you would be throwing all power into the forward shields. What little remains would have to go to engines in a huge draining burst.

 

So if you successfully activated this module the natural consequence SHOULD be that your guard is now completely drained of all energy, shields, etc. Meaning you are sitting dead in space for about 8 seconds with no engine power, no shields, no modules, and no weapons.

 

And that is IF you aren’t unlucky and hit a 10% chance of overloading your ship and simply exploding on the spot.

 

That would be balance.

That would be not.

That would be not.

 

Oh? Are you saying the module would be OP no matter what, or have I now nerfed it too hard?

Nerfed too hard.

 

The fact you trade shield for damage is already enough.

Explosion damage will prevent “Oneshooting” Interceptors (SINCE THEY HAVE A -25% DAMAGES RECEIVED FROM EXPLOSION AND A SMALL HITBOX) ← Balanced… NOT !

 

You can’t simply make this module drain completly the Shield or the Energy. That would be completly suicidal and unplayable for the Guards.

i would start using guard if this was a module but if 5 guards on a team co ordinate this move all at the same time, could wipe out half the enemy team just like that. dont want to make those frig balls any stronger

With 1500m Range, you would have time to see them coming.

You would hear them also.

So far as the poll stand 7 are supporting IS while 3 reject IS. I have made appropriate changes.

I have been thinking a lot about counterplay and how this module should be fun to both players involved. Sure it would be fun to use it but would it be fun if used against? I ask myself this question with IS. If you have ever played chicken you would understand how much adrenaline you get when you just dodge the car. I suppose it would be the same.

You get out of the way just in time for the Guard to miss. Now the Guard is at a disadvantage. It’s back is to the you. It is unable to use most defensive modules due to large energy consumption of IS unless the Guard was smart about capacitor tanking. The Guard took the gamble and lost half his chips. He overextended himself and now he might have to pay the price that you will dish out. So would that be fun for the you? You tell me.

But suppose the Guard made contact. If I used the module successfully I would be having a blast. I’d be hooting and hollering and saying: “Booyah! Got you sucker!”. You hear the explosions of the enemies as you rush by. Imagine rapid successions of BOOMS! You turn around and see the carnage you have just created.

Having guard’s back is a minor drawback compared to the suprem power of these damage. 

Having guard’s back is a minor drawback compared to the suprem power of these damage.

I even reduced the damage… I made it into explosion damage… It affects the shields and is affected by resistances… If you are an interceptor and you see this coming (which you will) and you still don’t move out of the way you deserve to be destroyed. I’m sorry but I have taken input from all the suggestions given and used them to make the module balanced.

But it’s your opinion. I can’t force you to change it.

The problem is, if it is too convenient and easy to rack up kills with (or take out Captains), it will be over-used and guards will get nerfed. Again.

 

I really do like the concept. BUT it seems more akin to the Covert Ops Suicide Module. A one-shot parting move to take out as many enemies as possible before being taken down.

 

And perhaps that is what this should be. A Guard Suicide Module, for when all hope is lost and you want to do as much damage as you can on your way out… dumping all your remaining power into shields and engines.

The only way to find of is to let SC supertesters try it out. If it passes that then it will be open to the public. Then we will see it’s true potential. We will see if it to strong how you suggest or if it needs small tweaks. I don’t expect this module to be perfect if it gets released for the first time. If it’s absolutely horrid then wipe it from existence. Remove it from shop and from personal warehouses. Reimburse through materials.

Why would guards need a suicide module? Module needs to be just as useful as the existing ones.

People complains about the Guards, but do I have to remind them that all the others ships can rack kills/objectives while having insane bonus that are not balanced?

Guards:

don’t have objectives bonus; If I remember correctly, they have a -33% speed capture malus

don’t have Free Infrared Scanner / and others xxxx Imbalanced buffs,

free Armadillo Implant (Deal with it, Interceptors have a natural explosive Damage reduction of 25%) in fact they have the exact opposite,

receive 25% more damage from explosion (and that’s meaning a lot, this debuff literraly destroy the Base Kinetic Resistance / 1 EM Shield Resistance vs missile/Kinetic Supercharger/Eclipse Launcher/Mortar),

don’t have insane controls (since using 1 implant + a 29 seconds CD module break it) and there is more ! The standard CD for an MK4 MPI is 39.3 sec!

 

And I could also mention : Weapon positionning, Inneral Spread, Blindspot, Shield Hitbox, Energy Consumption, Cooldown for some module, Effective range / Efficiency for some module / Mobility.

 

And complaining about Guards are irrevelant when Interceptors are swarming games with 4-7 per battle, when I saw, in the 2 last weeks, Guard trying to use there non-existant mobility better than 80% of the Interceptors/Fighters pilots.

 

To summarize : Guard Players have the complete right to ask for more offensive Capacities / Modules

1.) I like the proportional damage instead of the raw damage. Even though it does less damage I still like it. I’m going to increase the % to 13%

 

2.) Warm Up for Warp stays the same. It’s the same as the recon even though it moves a lot less. I know it has more mass but still 1 second is fine for me.

 

3.) I will apply your recharge time suggestion.

 

4.) I forgot about cancels in the specifics. Explosion…? Maybe but I like it being linked to phase shield idea.

 

5.) This is only for T5. If you look at all the other ship types that have new modules except LRF it’s only for T5. I forgot about alien monocrystals

 

6.) i will remove guard rotation debuff.

 

 

Because pulsar is so strong that you can take down a fully healed interceptor and that interceptor will be so dumb that it wont move away. Also every enemy at the beacon will just ignore you so you can kill them. Lines 1-5 are stupid and you don’t even understand. I’m trying to make this module as balance as possible.

 

The Covop Plasma Arc does massive damage but is limited by short range. The Guard IS does massive damage but you can’t aim while it’s activated.

 

Bot LRFs don’t have RT so why would bot Guards have IS?

Don’t get mad at me because you have an unhealthy game idea, and your poll for it doesn’t even work properly.

 

You don’t understand that frigates should not have warping capability. Reverse engines is already unhealthy enough.

 

What you are talking about is making something that goes the other way in a ship that can sit on an objective and punish other players for tring to take that objective. For 10 - 20 seconds, if they are a bad player.

 

Were this idea implemented new players, who almost always go to fighters, will be punished for getting that slower rank 10 Promethius X.

 

I agree that guards are missing a module to earn in invasion, that they should not be. I also agree that the gap between guard modules vs other ships pales when offensive is taken into consideration. However you may want to conder that it is called a guard not an attack ship.

 

Sorry to tell you that while your idea is cool, it isn’t good for the game.

 

Don’t get mad at me because you have an unhealthy game idea, and your poll for it doesn’t even work properly.

 

You don’t understand that frigates should not have warping capability

1500m is not a warp.

1500m is not a warp.

 

Please elaborate.

1500m is not a warp.

It doesnt matter what you call it, it is an ability to displace a GUARD 1500m  in a direction you want, on top of that it can even kill someone as a bonus. The whole concept is just terrible and bad for this game.

It doesnt matter what you call it, it is an ability to displace a GUARD 1500m  in a direction you want, on top of that it can even kill someone as a bonus. The whole concept is just terrible and bad for this game.

 

Because Guard should not have any right for having an Engage Capacity instead of the Pulsar? (Efefay want something broken and I disagree with some points)

The meta is ruled by mobility, everything is oriented to mobility.

Not to hard to see that all ships have mobility / Evade modules when Guards does not?

This kind of module is double-edged, if you fail : you are offering your body to the ennemy, if you succeed : you are a genius.

Please elaborate.

It’s not instant or a teleport. You can’t disengage with it, or your ennemies are really bad. You are accelerating for a certain time / range.