Active mods, let’s not put this on Tai’Kin that uses it behind cover so nobody sees them charging up, then they teleport into the center of the arena and 1 hit the entire map.
Recharge needs to be longer. 10k damage every 45 seconds is a little too frequent to be reasonable. I think this should be something we should only experience a few times in a battle rather than a little more than every minute.
10k damage? Let’s please not make more 1 hit weapons. There’s a reason the survival game mode was removed…
Range should be reduced too, 10km is enough to snipe a sniper from across the map, but we shouldn’t decrease the range too much, otherwise, it wouldn’t be worth using.
Charge time should also be reduced, rather than having people have to wait for their module for 10 seconds, the tide of war can change in an instant and it may no longer be viable, also I don’t want people having to turn around for 10 seconds when they see someone use this thing not knowing if they just turned it on or if they’ve had it on for a bit.
Also, let’s have this thing decrease in effectiveness the farter the target is because your ship would be smaller to them and thus less “snake turn you to stone energy” or whatever would end up hitting them.
11 hours ago, TheDarkRedFox said:
Name: Medusa Flare
Type: Active Module Guard modules
Recharge: 45 120 seconds
Damage: 1,000-10,000 6000 Kinetic
Effect Radius: 1,000-10,000 6000 m
Maximum charge time: 10 6 seconds
Tooltip: Charges up energy when first activated. The ship then becomes visible to all enemies and glows brightly. On second activation, the ship emits an instant Pulsar that hits all enemy ships and objects that are facing the user within 180 degrees. Damage reduces from 6000 to 1000 as the targets range increases from 1000 to 6000.
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