long range torpedo/sniper frigate - new guided missile/sniper module

2 new modules for Long Range Torpedo/Sniper Frigate. More possibilities.

They can be crafted in the Workshop , or maybe they should be available in the Store, like any other regular modules.

 

Guided Torpedo deals thermal damage by default. I will not touch the workings of the formula itself.

We should be able to change the damage type, but only if we got the proper active module equipped in one of our slots.

 

Damage type changes : (only damage type changes, not Guided Torpedo mechanics)

 

Short description on visual effects:

 

EM damage type: (same mechanic and damage as thermal option)

Visual example: Defiler’s active guided missile example, with blue or green explosion radius animation, which deals EM damage instead of Thermal.

 

Kinetic damage type: (same mechanic and damage as thermal option)

Visual example: Yellow torpedo trail, mechanics are the same, only visual explosion and sound effect is new.

                         Explosion of such a torpedo causes shrapnels to burst out from it, but they do not leave any radiation field.

 

Each module requires 1 slot. These 2 modules stacks with Weapon Overcharge and Tachyon Charge.

If you enabled the 1st one and then the 2nd one, the one which got launched first, will count and it will not change in the middle of flight.

Damage type can be overwritten, once the torpedo exploded, or with active damage type module already expired.

 

Guided Torpedo/Sniper “EM” variant

 

Module: Yes

Craftable: Yes

Buyable: No? (optional)

 

Description:

Damage of the Guided Torpedo scales with the equipped weapon.

The description should be the same, as it is with the Guided torpedo, but it should only be adjusted to EM damage type, which should be mentioned on the module description.

 

Guided Torpedo/Sniper “Kinetic” variant

 

Module: Yes

Craftable: Yes

Buyable: No? (optional)

 

Description:

Damage of the Guided Torpedo scales with the equipped weapon.

The description should be the same, as it is with the Guided Torpedo, but it should only be adjusted to Kinetic damage type, which should be mentioned on the module description.

 

 

Same case could or should be presented with a Sniper.

I’d more like a single module that you can use like the guard frigate’s main module and just switch between types.

I’d more like a single module that you can use like the guard frigate’s main module and just switch between types.

I already figured that out.

However, they would need to change game’s mechanic and they would need to reprogram and add a new independent keybind in the controls.

I would preffer such option, like it is on the Guards, but I do not see it happening, if we do not get another new keybind.

It is still better to have modules instead of having 0 such options.

I already had suggested this. :00777:

I already had suggested this. :00777:

Well, the idea was mine. It was not “borrowed” from you. :005j:

it has clearly been decided: one weapon, one colour, one dmg type

 

this wont change - declined

Tell that to the Phaser. XD