The guard emits a proton aura which stops controlling negative effects from continuing and starting for 4 seconds. The module is immune to being stopped once activated but can be prevented from being activated. It has a one time energy consumption of 400 point. It’s range is 1800 meters. It has a 40 second cooldown. It has a 2.5 second preparation time where it can be interrupted.
I find it a bit too specialized to be effective. Only a few ships can suffer from this : ECM and Tacklers (Covert ops and LRF don’t really care about their targeting system debuff and spy drone isn’t a control effect).
Maybe a mechanic like missile shield that provide an immune against control effects each second?
Well… An active module which has less effect than a proton wall?
Maybe changing it to instantly restore all modules of all allied ships that are under the effect of ECM jamming within a certain range will be better. Restored module will keep running until its duration ends (or do not meet module activation requirements, e.g. line of sight, range).
The improved proton safeguard module can be activated even when the ship is being jammed. However it needs time to prepare before its activation (like the reverse thruster), probably also add some visual effects on its preparation stage. Additionally, any jamming effects on this module’s preparation stage will prevent this module from activation. If that happens, the proton safeguard’s cooldown time for the next activation is reduced by 50%. The cool down time will return to normal if it is successfully activated. This is an instant AoE module, so a counter should be added which shows how many allied ships can be affected (the more the better).
So, the whole module will be like this:
Mk1:
Reboot all modules on all allied ships that are under the effect of ECM jamming in a 2500m radius. Has a 7.5 sec. preparation time. If jammed at the preparation stage, module will not activate and will instantly go to cooldown with a -50% cooldown time. Cooldown time will return to normal if the module successfully activates.
Preparation Time is 7.5 seconds
Energy consumption is 600 points
Active range is 2500 meters
Cooldown time is 80 seconds
I’ll skip Mk2 & Mk3, let devs to decide which number should be used
Mk4:
Reboot all modules on all allied ships that are under the effect of ECM jamming in a 3000m radius. Has a 5 sec. preparation time. If jammed at the preparation stage, module will not activate and will instantly go to cooldown with a -50% cooldown time. Cooldown time will return to normal if the module successfully activates.
Preparation Time is 5 seconds
Energy consumption is 600 points
Active range is 3000 meters
Cooldown time is 60 seconds
As an ECM pilot I say no thanks, but as an anything else pilot YES PLEASE!
ECMs are damn noskill ships, just jamming the target and shoot, that’s no fun… Especially not for the victim. This ship class should get nerfed or at least ways to kill it successful anytime, like each ship has.
Covert Ops - Almost everything that hurts, they are made of paper.
Recon - Tackler / ECM / Recon
ECM - Nothing really
Tackler - Covert Ops, Recon, ECM, exactly the ship which should be dominated by the Tackler. You get eaten by your food with this ship.
Gunship - For example: HB Guard with torpedos
Command - Everything
Guard - Multiple ships
Engineer - Everything, Empire - Everything x2
LRF - Nub LRF - Everything, Veteran LRF - Unluckyness or another veteran pilot.
Of course ECMs can be killed, but you can’t say: “I will go and kill this ECM as far it isn’t a random pub ECM”
But you can do this with each other ship class. And the ECM can do it with you.
I have to agree that ECM is OP when used properly, especially when used in conjunction with Cov ops/gunship/good lrf. I liked the idea of the guard module that helped your entire team be IMMUNE to them for a duration instead of a control duration. That ion will shut off guard’s pulsar and shield repair still, even if you get stunned for .1 seconds.