2 hours ago, WolfKhan said:
Those really aren’t viable contradictions. got anything else?
It’s a single module, and it’s the only module, aside from the guard’s anti thruster module, that should be able to stop a recon warp. (not counting an ecm’s stun)
It’s a tackler, it tackles.
You can also break away from the module by breaking line of sight and initiate your warp behind something or when simply out of sight. Recons are already pretty fast.
In any case, they’re *Recons* They’re not meant for the real fight if you only count what the class’s name is actually meant for. They scout. They can play mine-sweeper for tacklers as long as they please, but they must be counterable by the class that’s supposed to tackle all interceptors.
No role should cancel any special module except for ECM. Theres no reason to frustrate by the easiest way the use of such important module of recons, since theres no balance issue; applying your suggestion would mess up balance: its not a viable suggestion. Tacklers tackle very well, if you want to completely nullify a ship, use an ECM to stun and coordinate focused fire. Recons are already pretty fast, true, tacklers are even faster with cruise. Following the same logic: if inhibitor beams cancels microwarp, then target painter should cancel phase shield ”)
On the other hand, SC is not 100% based on how “names are meant for”, reason why recons get 15% crit chance boost, shield siphon, proximity mines and slowing missiles (what does that has to do with recon?); this ship is in the middle between cov ops and ECMs firepower. Since SC is an arcade and fast paced game, theres no place for a dedicated recon (a real one), so in SC, recons do a partial “recon” job along with other duties like positioning fast into key targets and capture them (microwarp here, beacon capture speed bonus), supporting with debuffs (spy drones specifically reducing regen rate, shield siphon, slow), decloacking ships or preventing them to, but most of all, this is the most agile ship in the entire game, meant to distract enemies and provide dmg support to take out fast targets.
A “real” recon would have little to non weaponry, but since SC PVP dynamic requires an even amount of players per team (and each player to actually deal dmg), such specialised roles have no place (you wont find a scout squad like the ones in Homeworld 2). Destroyers had issues finding their place in the game since in theory they should worth like 2 or 3 frigates (that led to several adecuations like 200% explosive dmg multiplier, low effectivenes at long ranges, low regen rate, modules that can be destroyed and deal dmg to the ship, high energy needs, etc.), and making recons a complete dedicated recon job would make them a -1 ship for the team, considering other ships can fulfill the same role (like an LRF with 10km sensor range…very common in dreads).