EDIT: Forget the title, it’s just modules, really.
Straight to the point on this one. No fluffy appeasement, no introduction. Let’s get straight to it.
Modules and Classes
My take on this is that some modules don’t seem placed in the right classes. When I refer to classes I am talking about the 9 subtypes of ship. To understand why I’m even saying this, let’s go over the classes in really brief detail.
Interceptors
Cov Ops - Kills single targets quickly and efficiently.
Recon - Scouts enemy positions.
ECM - There to mess with your forces by debuffs everywhere.
Fighters
Tackler - The inty killer.
Gunship - There to kill everything it can bring its weapons to bear on.
Command - Buffer for the team. Can be a real pain in the backside to deal with.
Frigates
Engineer - Build structures and heal teammates.
Guard - Bullet shield.
LR - Sniper.
Okay, now let’s go through the modules each is able to use, not including the unique class module.
Cov Ops - Orion Targeting Complex, Adaptive Camo, Self Destruct, White Noise Jammer, Plasma Arc
Recon - Spy Drones, Phase Modulator, Parasitic Remodulator, Micro-Locator
ECM - Ion Emitter, Energy Absorber, Weapon System Inhibitor, Stasis Generator
Tackler - Engine Suppressor, Inhibitor Beam, Target Painter, Sentry Drone
Gunship - Aiming Overcharge, Combat Reboot, Engine Overcharge, Particle Purge
Command - Coating Polarizer, Aegis System, Gravi-Scanner, Valkyrie System
Engineer - Mass Shield Generator, Nanodrone Cloud, Remote Hull Repair, Remote Shield Generator, Warp Gate, Mobile Barrier, Energy Emitter
Guard - Missile Shield, Mass Propulsion Inhibitor, Pulsar, Emergency Shield Boost, Liquid Metal Injector, Signature Masking
LR - Weapon Overcharge, IR Pulsar, Tachyon Charge, EM Scattering Field
That’s a lot of modules. All of them gleaned from the ship tree unlocks. Now, the first problem I’d like to point out here:
At Rank 8 and above, all of these ship classes (engineer and guard the exceptions) can take all their active class modules. This presents a slight hitch. Basically, now you have ships that can do everything based on their class. A command ship can simultaneously boost their allies’ shield resist, hull resist, speed and damage all at once. That seems… A mite overpowered. You should have to choose from one particular role: either maxing out your companions’ resilience, or make sure they’re the ones who can make the kill first.
Second problem is some of the modules seem misplaced. I’ve noticed this in the interceptor archetype and the tackler subtype. A ship that’s supposed to be sneaking up on its target and delivering a kick to the proverbial nuts now has a conspicuous guard drone to help it out… Nice, devs. Real nice. If anything, engineers should have this. So shuffle it over, and replace it with something like a rotation restriction.
The White Noise Jammer seems out-of-place as well. The Cov Ops is an attack ship. It’s literally the embodiment of the Blitzkrieg. Jump in, absolutely crush them under a lightning attack and run off, laughing all the way. That, and it’s supposed to operate by itself. Not in a massive pile-in. Find a lone target, lock, deliver payload, run. The White Noise Jammer essentially makes this technique work on every ship in every condition: those who want to help their teammate out are suddenly found without the ability to fire at anything. No. White Noise Jammer should be an ECM module as it provides a debuff. IMO, Cov Ops should have very effective self-buffing/damage dealing abilities that have a moderate cooldown, so they make their attack, kill the target and then retreat until their abilities recharge. So shift the Jammer to the ECM interceptor, and give the Cov Ops some other damage type plasma arc module.
The Recon’s Phase Modulator is also a problem. Tacklers have their job: kill every interceptor they see. They use their single-target high-power debuffs to do so. The Phase Modulator can easily save a Recon from a messy death simply by its use, as upon activation, all LoS modules that are targeting it deactivate and have to cool down. Just don’t let it activate when it’s being debuffed.
Next up, tackler modules themselves. This is just a point of view, but I personally think all tackler modules should be continuous debuff LoS modules. So, as long as you have that line of sight and enough energy to keep the effect going, it will continue to debuff the target. Like the Inhibitor Beam.
Engineers. Engineers have been presenting a huge balance problem as of late, and these are my thoughts:
- All healing in the game should be percentage based. Therefore, Guards can get a decent amount of health from a Repair Kit or a Shield Booster if they’re not T3, and Recons (which I believe have the lowest health) don’t get much of a bonus. Plus, it pretty much eliminates the need for 3 different Repair Kits/Shield Boosters across all the archetypes: just one will fit all. A nice, neat solution.
- Remote Repair units = Indestructible Frig balls. Punylover made an excellent counter-module for these, and it can be found below. All credit to him for his brainstorming! Anyway, back to Remote Repairs. [Someone](< base_url >/index.php?/topic/19516-shield-transfer/?p=203060) suggested HP shuffling. Yes, but for Remote Heals only. For example: Remote Shield Generator transfers Shield Points equivalent to 33% of the nearest, most damaged allied ship’s shields to that ship. Frig balls will now very quickly leave engineers with weak shields and ripe for the picking. Problem solved. For Remote Hull Repair, same thing. However, they cannot be activated if the nearest most damaged target requires more hull/shields than you currently have. Short range was also a good nerf: keep it in place.
- EDIT : Been fixed in 0.8.3. Good one, guys. Keep it up!
Base resistances seem a little off. Currently, Command and Tackler fighters have 10 more resist to all damage types on their shields and hull. I’d think guards should have this. So, this is what_ _the resistances should look like, IMO:
Base resistances:
Shield - 30/-30/0
Hull - -15/45/15
Commands have 10 more than stated.
Guards have 15 more than stated.
Tacklers have 5 more than stated.
Recon have 5 more than stated.
LR have 5 more than stated.
Oh, and the Tachyon Cocoon: call it either the Metastable Field Generator or the Tachyon Cocoon, but please do it consistently. I have often found myself confused when someone mentions one.
Module Additions
[http://forum.star-conflict.com/index.php?/topic/20314-modules-modules-everywhere-tweaks/](< base_url >/index.php?/topic/20314-modules-modules-everywhere-tweaks/)
[http://forum.star-conflict.com/index.php?/topic/20237-modules-modules-everywhere-interceptors/](< base_url >/index.php?/topic/20237-modules-modules-everywhere-interceptors/)
[http://forum.star-conflict.com/index.php?/topic/20249-modules-modules-everywhere-fighters/](< base_url >/index.php?/topic/20249-modules-modules-everywhere-fighters/)
[http://forum.star-conflict.com/index.php?/topic/20294-modules-modules-everywhere-frigates/](< base_url >/index.php?/topic/20294-modules-modules-everywhere-frigates/)
I’ve also noticed something:
Offensive
Cov Ops
Gunship
LR
Defensive
Recon
Command
Guard
Support
ECM
Tackler
Engineer
Why does this seem to fit into the TF2 grouping…?