Make some modules available when stunned

Hi

The title says everything :

I suggest that some modules are available when stunned, or when modules are disabled. 

What module? 

Survival modules and Combat Reboot. 

 

Why? Well, it’s easy, to give a counter to stuns and “silence” ! 

 

Right now, ECMS are God mod. Click to stun, stun to kill. And there’s nothing you can do against it even if you are extremely skilled.

 

But, what does it change? The capacity to clean stuns thanks to r8 implants (or combat reboot) ! 

 

Now, you have an option to play against ECMS, but you’ll have to manage your cooldowns.

 

 

What do think of it? 

Combat reboot works under stuns tho.

So does R14.

2 hours ago, Swifter43021 said:

Right now, ECMS are God mod. Click to stun, stun to kill. And there’s nothing you can do against it even if you are extremely skilled.? 

I am a total Ace and i have no problems dealing with ECMs. 

The ECM is stunning ship. This is the role.

 

1 hour ago, TheDarkRedFox said:

Combat reboot works under stuns tho.

So does r14

Oh reboot works?  Didn’t know. 

But r14 is too specific to count. 

 

46 minutes ago, SuDoKu said:

The ECM is stunning ship. This is the role.

It’s his role, but it’s not a reason to have no counter to it. 

 

There is no counter to disables. He press a button, you’re disabled, and that’s it. Can’t dodge it, can’t prevent it.  So nothing to do against it. 

 

Come on,  don’t tell me you guys never saw a squad of 4 with an ECM. You’re stunned, and you die within the 4 seconds. 

 

All games I play have something to remove a stun (but with a cooldown of course).  Why not this one ? Especially when stuns are point and click, and last enough to die. 

We can already remove slows, and slow is a less powerful effect then stuns. So why not being able to remove stuns the same way? 

Squads of 4 will kill you in seconds regardless ECM or nor ECM because they are optimised and working together.

Try to use Proton Wall CPU. In addition, if a squad of ECM goes against you, you’re dead. Are you destroyer pilot?

 

The stun effects last twice as much for a destroyer so Zerg Rush tactics are the most effective.ugh.

2 minutes ago, xXThunderFlameXx said:

The stun effects last twice as much for a destroyer so Zerg Rush tactics are the most effective.ugh.

Good.

44 minutes ago, MightyHoot said:

Cloak, add cloak to no stun list!

I think you are playing the wrong game all this time, judging by your preferences and beliefs, this game would be the perfect fit for you:

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There’s a difference between “Impossible”  and “Really hard”  to survive. 

We need a mechanic to somehow “Dodge” the stun. 

I’m not saying “OP! Neeeeerf”, I don’t care. 

It’s just that no counter isn’t fair. 

 

So I suggested that the cleanse we already have for slow also work for stuns. After all  why can we clear slows but not stuns? 

 

BTW,  destroyers don’t have survival modules anyway, so what’s the problem? 

 

There is a simple fact if it is extremely hard for you to survive a stun, you are out of a position. And ofcourse a ships that die under a stun, proton walls and 2-3 are a good use.

Most of  the time dying to a stun is your own fault.

Current version of ECMs is no where as lethal as it used to be in spring, and even then they were fine. These days even proton wall +2-3 implants are a situational alternative rather than mandatory ticket to play.

Yeah 10s+ stun duration+6s no energy is not lethal…

Especially with the stupid update of showing: STUN ME! I USED MY KIT!!!

48 minutes ago, xKostyan said:

There a simple fact if it is extremely hard for you to survive a stun, you are out of a position. And ofcourse an shops that die under a stun, proton walls and 2-3 are a good use.

Current version of ECMs is no where as lethal as it used to be in spring, and even then they were fine. These days even proton wall +2-3 implants are a situational alternative rather than mandatory ticket to play.

It have 4000 range (if not more depending on the ship). With a point and click effect. And on a fast interceptor. 

And you’re telling me that it’s because of an error of positioning? 

Nah you can’t escape it.

 

If yyou insist on the fact that we don’t need a “cleanes”  to stuns, then remove totally the effect of the r8 implant and call it a day.

Right now, it’s illogical. Because we can remove small debuff but not a powerful stun. 

Stun in itself does not kill.

21 minutes ago, Lord_Xenon said:

Yeah 10s+ stun duration

BS, it is impossible to get 10+ sec stun on a single target, even on a Destroyer. you sure it  is not your brain lagging?

11 minutes ago, Swifter43021 said:

It have 4000 range (if not more depending on the ship). With a point and click effect. And on a fast interceptor. 

And you’re telling me that it’s because of an error of positioning? 

Nah you can’t escape it.

you can’t. ECM stun is one of the rarest reasons I die.  

13 minutes ago, Swifter43021 said:

If yyou insist on the fact that we don’t need a “cleanes”  to stuns, then remove totally the effect of the r8 implant and call it a day.

why?

4 minutes ago, xKostyan said:

why? 

Do you even read?._.

Because logic :

We can remove small debuff (where you have a chance to survive), but a stun where you can’t do anything? We can’t. 

 

It’s stupid. Why can we clear small debuff, but can’t clear a stun ? A slow is already less powerful then a stun. 

So either make it able to remove both, or none.

Because

a) There are way more AOE slows than stuns, that persist for long time, and more influential to enemy team than aoe stun, which is mostly used to affect single target anywyas.

b) There are “no_cool_down_continuous_slows” that reach up to 8km - Inhibitor beam, SlowBeam weapon

c) Slows do NOT have diminishing returns

d) Slows stack: AB disabling slow, stacks with SlowBeams, stacks with Engine suppressor and it stacks with Slow Field Missiles in effect.

 

Stuns do not stack in effect, stuns have huge diminishing penalties on duration staking, stuns are short duration.

 

The biggest reason on all the ECM disables whining is that it is a nice n00b farming tool, yet there are so many even better Ace farming tools out there, like Cloaked Positron LRF, Gauss, “Unkillable Commands”, Phaser, Flux, Thilit, Skrah, Destroyers, Glass canon CovOps, Gunships in general and so on and so forth, well basically everything is op broken for farming players of your level, but it is not our fault, it is not tools fault, it is you that is the problem.

“Way more AOE slows” Oh really? There are 2 AOE slows, one is on guards and can be disabled by stuns. The other one is a missile.

And there is one AOE stun, on ECM, metastable field. So 2-1. One is “way more” for you? 

Oh wait, we can also clear energy debuff. Do we have “no cooldown 8k range energy debuff with way more AOE then stuns” ? No. But we can still remove energy debuff. 

 

You can break the line of sight for “permanent slows”. And slows with a cooldown have a much shorter range and shorter duration. And you can still dodge or attack or cloak when slowed, not when stunned. 

 

 

Different stuns stack.  Statis + metastable = 5.3 second stun (increased with some ships), not 3.7.  So they stack.

And using only one module many times don’t stack for slows too. It takes the best effect, not both. Use twice a motor suppressor on the same target, and only one count.

Same goes for all modules of the game. So compare what is comparable. 

 

BTW on a destroyer Statis + metastable  is 10.6 second stun, so over 10 seconds (you said it’s impossible). 

 

 

And one more time, I never said they were OP. Only that it is more fair and logical to have some counters like slows. It’s only frustrating for the player to die because of a point and click stun you can’t evade. 

 

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Right, wanna mention duration on Slow missiles and AOE Guards slow? And the cool down on them?

It is not 2 vs 1 modules (btw it is 3v1 - slow misiles on Recon are AOE as well), it is availability in any single time frame of the battle at will. And they requer no preparation - AOE stun of the ECM is only proced after 6 second delay and can not be readjusted on the fly. Guards slow follows the guard, Slow missile can be Dumb fired to up to 8km Range with no lock

Yeah slows can be broken by line of sight, but then reapplied on target right away

Stasis and Stasis from meta-stable shield are the SAME type of stasis, and 2d effect will be 2x shorter than the previous one. Disables from multiple targets all contribute to the SAME diminishing return counter, so 2 stasises from 2 ECMs will not be 100%+100% duration, it will be 100%+50%, now factor in Proton wall and 2d ECMs stun becomes a complete waste of a module

 

Usage of same type of slow module does not have diminishing reduction on next activation, aka Engine suppressors used back to back will have full 100% and 100% duration on a target. Each consecutive disable is reduced in duration, to the point that target becomes immune to the disables all together, this never happens to slows.

ECMs are fine, disables are fine, git gud.

I’ll repeat myself one more time : I didn’t say they were OP but frustrating. 

I guess you don’t understand the concept of frustration. 

 

The stun in a coordinated team is pretty much a click to kill with nothing you can do against. It shouldn’t be possible. 

An instant stun button without warning or dodge or similar, that can end into a kill is called “frustrating”. 

 

If the duration of the stun is 4 or 20 seconds, I don’t care at all. I’m just saying that their should be some options to play against it. 

Stun is the only effect in game you can’t escape by flying correctly or using the good module at the right moment. 

All other effects have counters : Dodge, break line of sight, destroy the object, … 

You can even counter the counter of cloak by raming to remove spy drone or kill the micro-locator.

 

 But stasis? Wait 3.7 second. There’s nothing more you can do. And that’s frustrating.