Guard Module - Proton Safeguard

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.

Mk2:

5.5 second duration.

Energy consumed is reduced to 390 points

Active range is increased to 2200 meters.

Cooldown is reduced to 38 seconds.

Mk3:

6.3 second duration.

Energy consumed is reduced to 380 points

Active range is increased to 2500 meters.

Cooldown is reduced to 37 seconds.

Mk4:

7 second duration.

Energy consumed is reduced to 373 points

Active range is increased to 2750 meters.

Cooldown is reduced to 36.2 seconds

and ion difuser disables it as well? :005j:

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

 

So, that should be all. 

I find it a bit too specialized to be effective. Only a few ships can suffer from this : ECM and Tacklers 

Tackler effects are not “control inhibiting” but “engine inhibiting”. J2 implant doesnt work on slowdowns nor TP.

Just bring back pulsar immunity to module shutdown once it’s on.  It will solve all problems.

Module Suggestion - ECM Eraser

Mk1 - Mk4

Reloading Time 60 sec

Energy consumption 500 pts

All ECMs on the battlefield get stunned for 30 seconds

All ECMs which lock on you explode instantly.

Successfully countered ECM.

All problems solved.

Would buy it :3

Module Suggestion - ECM Eraser

Mk1 - Mk4

Reloading Time 60 sec

Energy consumption 500 pts

All ECMs on the battlefield get stunned for 30 seconds

All ECMs which lock on you explode instantly.

Successfully countered ECM.

All problems solved.

Would buy it :3

 

As an ECM pilot I say no thanks, but as an anything else pilot YES PLEASE!

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.

Quite a few of you need a 2 new modules:

“grow some balls”

“grow some brain mass”

“grow some brain mass”

what-is-this.jpg

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.

Changed module mechanics and numbers in the OP.

Module Suggestion - ECM Eraser

Mk1 - Mk4

Reloading Time 60 sec

Energy consumption 500 pts

All ECMs on the battlefield get stunned for 30 seconds

All ECMs which lock on you explode instantly.

Successfully countered ECM.

All problems solved.

Would buy it :3

The ELRF nerf must be hitting you hard.  I know how hard it can be.  It’s ok.