Medusa Flare [Module]

Name: Medusa Flare

Type: Active Module

Recharge: 45 seconds

Damage: 1,000-10,000 Kinetic

Effect Radius: 1,000-10,000m

Maximum charge time: 10 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.

I like this one, range should be reduced a bit, 6-7000 M?

1 minute ago, EndeavSTEEL said:

I like this one, range should be reduced a bit, 6-7000 M?

Well it’s completely up to the targets whether or not they get hit, so it seems pretty self-balancing regardless.

But yeah maybe just 10km.

4 hours ago, TheDarkRedFox said:

Name: Medusa Flare

Type: Active Module

Recharge: 45 seconds

Damage: 1,000-10,000 Kinetic

Effect Radius: 1,000-10,000m

Maximum charge time: 10 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.

 

I feel that the recharge should be increased by quite a bit more. I definitely like the idea though. Sort of like what the Thi’lith beam should have been in my opinion.

10k instant, unavoidable damage seems excessive. Interveptors are already a pain to play atm…

2 hours ago, Scar6 said:

10k instant, unavoidable damage seems excessive. Interveptors are already a pain to play atm…

 

Hinding behind a rock or some other object should avoid the blast i think.

it makes sense, i like the concept, this one would make sense to see on the unique LRF

3 hours ago, DeathWasp said:

 

Hinding behind a rock or some other object should avoid the blast i think.

Hiding behind a rock, or even just turning your ship away would avoid damage.

Key word here is Medusa in the name. Means if you look at it you die.

Plus, it must charge up first to even reach you, so it gives you plenty of time to turn away. Even in a dessy at long ranges.

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.

1

7 minutes ago, PapyMcBites said:

Name: Medusa Flare

Type: Active Module Guard modules

Recharge: 45  50 seconds

Damage: 1,000-10,000 Kinetic

Effect Radius: 1,000-10,000m

Maximum charge time: 10 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 and range increase linearly with charge time.

 

I’m not gonna sacrifice my beautiful baby just because one person doesn’t know how to turn their ship around. And when I say “Active Module” it just means that I am unsure what ship to put it on and leaving that for the devs.

 

But I do agree that it should not be available for Elly ships.

10k damage every 50 seconds with 10 seconds is too much damage too frequently for too long, that’s essentially asking that we temporarily leave the battle and look away for 10 seconds more often than every 1 minute. 90 seconds is a decently quick cooldown for something that deals a lot of damage without even having to look at your enemy. Max charge time needs to be reduced, 10 seconds forces people to look away from the battle long enough for an entire enemy team to change position. Reduce charge time so it’s still +1km per second charged. 10k damage is enough to 1 hit almost anything if its shields are down except for a tank. Make it consume energy per second while charging.

12 hours ago, TheDarkRedFox said:

Name: Medusa Flare

Type: Active Module Guard modules

Recharge: 45-  120 50**  90 **seconds

Damage: 1,000-10,000  6000 Kinetic

Effect Radius: 1,000-10,000  6000 m

Maximum charge time: 10 6 seconds
Energy consumption: 250 en/sec.

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 and range increase linearly with charge time. 

1

1

You don’t have sacrifice your beautiful baby at all, just make it more reasonable lol

38 minutes ago, PapyMcBites said:

10k damage every 50 seconds with 10 seconds is too much damage too frequently for too long, that’s essentially asking that we temporarily leave the battle and look away for 10 seconds more often than every 1 minute. 90 seconds is a decently quick cooldown for something that deals a lot of damage without even having to look at your enemy. Max charge time needs to be reduced, 10 seconds forces people to look away from the battle long enough for an entire enemy team to change position. Reduce charge time so it’s still +1km per second charged. 10k damage is enough to 1 hit almost anything if its shields are down except for a tank. Make it consume energy per second while charging.

You don’t have sacrifice your beautiful baby at all, just make it more reasonable lol

6km is barely anything. And the fact that target players can easy control whether or not they get hit, it’s Recharge should be 40-50s easily.

Something like that would be pretty much unbearable…

Not only punishes it for not being able to overlook the whole battlefield in itself (remember 180° are a lot and you might get hit even if the ship is not anything close to in shight)

It only forces you to stop focus on any enemy you are fighting for whole 10 seconds in order to avoid the damage for sure…

 

I like the conept but let’s be real here… a module that basically blinds the whole enemy team for 10 seconds will never have a place in StarConflict. I am very sorry.

Also it is not like any suggestions from within the last year have made it into the game.

 

 

 

 

 

 

Hi TheDarkRedFox… … … I caught you!

Gotcha, Flash.