So, I’m a bit bored about something :
Everybody is complaining about those LRF.
Before, it was “Weh, they’re useless !”. Now it’s “Weh, they are OP and useless !”.
It’s my main role (with commands too). I love them. So here’s some small ideas that could improve is a bit.
I’ll speak here about a small rework on actives modules. I won’t touch the special, they are perfect.
What’ll do there is adding more mechanics to allow a more complex game-play. And also add higher drawback when needed. It’ll also give a small buff to Jeri’s special.
Weapon Overcharge : The thing that nobody use except t1. Damage buff is fine, but tachyoon is just much better. Choosing a survival mods is always a better choice when compared to the damage buff.
Here’s my first idea.
Cool-down : 50 seconds (Don’t decrease with upgrades)
Applies this buff for 8 seconds :
* +20% crits with main guns and + 10%damage
* +20% damage for the next shot with special Shooting with the special stop the buff.
Upon activation, reset special’s cool-down (For empire, if they are on sniping mode, it reload instantly a new shot) and set Tachyoon Overcharge on cool-down for 20 seconds.
Don’t reset the special’s cool-down if tachyoon is activated.
You CAN and SHOULD shoot fire with main guns with the damage buff and then shot with your special.
It’s not easy at all for empires to snipe after main guns, but Jeri can.
But empire can now do a quick shot or double-shot.
Tachyoon Overcharge : This one is cool. It is powerful enough to be used. So, I’ll just speak about a small rework, but it’s not really needed.
Cool-down : 30 secondes (20 when mk4).
Upon activation, set Weapon Overcharge on 10 seconds cool-down.
Projectile speed bonus remain the same.
Duration of the buff reduced to 11.5 seconds.
First shot with the special remove the buff.
In case you missed it, I’ve just allowed Tachyoon and Weapon Overcharge to work together, but in a small window of 1.5 seconds.
So once each 50 seconds, if you manage to have your special ready, you can have both buff at the same time.
Jeri will have to be careful with their special cool-down (Witch won’t reset when you use both at the same time).
And Empire, well, 1.5 seconds to aim will be hard for them.
Of course you can use main guns while waiting for the small window.
IR pulsar : Cool too. As tachyoon, don’t needed. But used too much as a defensive tools and not an offensive.
Effect and duration : stay as it is.
New mechanic to apply the debuff :
No more debuff those who have locked on the LRF
Now debuff every ships at 1000m around the LRF
Saw too many times this module used when I lock an LRF at 5k+ range (Useless, they should have EM for that…).
Plus : Give a good reason to go in.
EM scattering field : One thing that almost everybody use. Also something boring that many peoples complains about when used with RT.
Effect : same.
Duration : x 1,5.
Cool-down : 20 seconds if broke with movements, else 40 seconds (use RT or be found my micro-locator = 40 seconds).
Cool-down now start only when EM get broke.
No more perma cloak.
Reverse Thruster : Well, everybody hate it since it came out. RT + EM = invincible
Effect : same.
Cool-down : 60 seconds (40 mk4).
When used under fire (if received damage the last 10 seconds), break EM buff and set it on cool-down.
When used under fire, also set RT in cool-down for 120 seconds.
Don’t break EM when used if not under fire.
While the key of the module is pressed, the ship look backward and a small cross show on the HUD where we will land and how far it is.
While the key is pressed, the ship can still turn with the mouse but with -25% rotation speed.
Happy guys ? Nerf survavibility, buff maniability, and keep the same synergy with EM.