Inconsistency with the progression of command ship modules

I like the new tierless system for the ships and modules. Less confusing. But I found an inconsistency with the Command modules. They get worse when upgrading. All modules get slightly better with higher rank, so you want to upgrade them of course. But command ship modules have exactly the same benefits over all ranks and just increase energy cost, which means you never want to upgrade them because they get worse instead of better.

While that in itself is not a problem, it is completely inconsistent with how the module system works in general. That means the general rule “higher is better” does not apply suddenly.

“Inconsistent rules” are not good. So I suggest improving the stats of higher ranked command modules slightly, just so they are a tiny bit better than their corresponding predecessors.

Do they maybe have less CD? This could be a reason for the higher energy cost/level requirement.

I think that you should compare all statistics of the single module.

After full analysis, then you can assess, if such thing is really worse or better.

I know that they have more powerful effects and range. As for the rest, I never actually bothered.

Do they maybe have less CD? This could be a reason for the higher energy cost/level requirement.

yes they have less CD

ckjyB5g.jpg

I don’t know man, 3s = 6% cooldown reduction on a “once per minute” skill, for a 13.3% energy cost increase, doesn’t look like an upgrade to me. That’s when rank 9 and rank 12 armor buff module is compared.

If you take a look at the engineer auras, they look much better in terms of what you get for a levelup. Actually, pretty much every module looks way better in that regard.

But maybe it’s just me and I’m just too bad of a player to recognize the “upgrade”. I fail to see the significance in 6% CDR when costs increase by 13.3%. Command ships are energy-based.

 

PS: In the screenshots above (high rank fully upgraded)  it’s 4,2% CDR for a 11.7% cost increase. Is that really considered an upgrade for energy-based ships?

Yeah, it might look like a downgrade but it is totally intended because ships in higher tiers have way high energy capacity and regeneration as well.

Even if the cooldown difference is small, it can change worlds sometimes.

Though I agree on the fact that this phenomenon I rather strange. It seems that they should get buffed, even if just a little.

Even if the cooldown difference is small, it can change worlds sometimes.

 

Of course, lower cooldown is always good. I just consider the cost higher than the benefit, which makes it a downgrade in my book.

Energy always matters, especially in a command ship where energy equals life. If you find that your energy doesn’t matter much, then your ship has too much energy and you might want to reconsider your build. 2-3 seconds cooldown reduction on a “once per minute support skill” maybe matters sometimes, every 10 battles or so, if you really live on the edge in terms of timing.

So I trade 13% of something that always matters for 6% of something that sometimes matters. I just fail to see the upgrade here. It’s situational at best (while all other modules are outright upgrades, as far as I can see).

Look from that perspective, actually it is good, you have the choice between taking the cheaper module and have less energy cost, or take the more expensive version for less cooldown. More individualization!