Modules... Modules Everywhere (Fighters)

Interceptor Modules: [http://forum.star-conflict.com/index.php?/topic/20237-modules-modules-everywhere-interceptors/](< base_url >/index.php?/topic/20237-modules-modules-everywhere-interceptors/)
Frigate Modules: [http://forum.star-conflict.com/index.php?/topic/20294-modules-modules-everywhere-frigates/](< base_url >/index.php?/topic/20294-modules-modules-everywhere-frigates/)
Tweaks: [http://forum.star-conflict.com/index.php?/topic/20314-modules-modules-everywhere-tweaks/](< base_url >/index.php?/topic/20314-modules-modules-everywhere-tweaks/)

Tackler

Thruster Disruption Drone [V1.1]
Range: 1200m
CD: 50 seconds
Duration: 13 seconds
Energy Consumption: 90
Description: Attaches a drone to the target which will randomly add an impulse vector to the target and cause it to fly off course at a speed of 200m/s for half a second. This is reduced to 150m/s for fighters and 100m/s for frigates. In addition, impact damage taken is doubled. After the duration has expired, it explodes for 280 thermal damage.
EDIT: Changed values for different ship sizes. Edit @ 11:30 29/06/13 GMT

Gamma Burst Overload
Range: 1800m
CD: 60 seconds
Duration: 3.5 seconds
Energy Consumption: 113
Description: This modules temporarily overloads the visual and audio systems of the target, effectively ‘blinding’ the pilot. Upon activation, the target’s screen will go white; only the ship systems (such as the shield bar, hull bar, etc) will be visible. In addition, the pilot will be afflicted by a quiet white noise effect that will fade as the duration expires.

EDIT: Changed module. Edited @ 4:25 28/06/13 GMT

Blink
Range: 1500m (see below)
CD: 45 seconds
Duration: -
Energy Consumption: 210
Description: The ship disappears for 0.5 seconds. During this time it is invincible. Once this time has expired, the ship will instantly reappear 1500m forward in the direction it is facing. If the ship would reappear inside an object, it moves to the closest possible point. This module does not disable the Chameleon cloaking system.

Command

Wide-Band Shield Overlay
Range: 1200m
CD: 85 seconds
Duration: 15 seconds
Energy Consumption: 240
Description: All friendly ships within the given range immediately gain an overshield which is equal to 20% of their full shields. This overshield decays over the given duration, and pauses natural shield regeneration. The overshield has an extra 10 points of damage resistance to all types of damage over the targets’ current resistances.

Hadron Barrier
Range: 1000m
CD: 100 seconds
Duration: up to 10 seconds
Energy Consumption: 32 per second
Description: Upon activation, the module creates a large, spherical barrier (think Halo: Reach Drop Shield) which has the given radius. It is deployed with the centre on the Command ship, and carries the following effects:

  • The barrier will absorb incoming damage from within and without its radius. It counts as having 100 resistance to all damage types, and every 3 points of damage it takes subtracts one from the deployer’s shields.
    The Hadron Barrier will collapse when any of the following conditions are met:
  • The duration expires.
  • The Command ship runs out of shields or energy.
  • The Command ship leaves the Barrier’s radius.

Gunship

**Targeting Haze [V1.0] **Courtesy of Kine

Range: 800m

CD: 40 seconds

Duration: 4 seconds

Energy Consumption: 125

Description: All allies within the given range cannot be locked onto, and all current locks achieved will be negated. The red target bracket will still be present on affected ships. The module does not affect the host ship. Allies that leave the module range immediately lose their bonus. Guided missiles of any description fired before the module is activated will continue to track their target.

IMHO none of these would be any good for star conflict

IMHO none of these would be any good for star conflict

Please elaborate?

I’m imagining what the thruster drones can do to frigates.

I’m imagining what the thruster drones can do to frigates.

What is that?

What is that?

 

I’m pretty sure the thruster drones won’t be able to affect the frigballs in T3, but in T2, it could definitely forcibly remove guard frigates parked beside beacons. The thrusters would actually propel the Jericho guard frigates at a speed exceeding their normal max speed. Alternatively, this could be used to drag an engie out from behind an asteroid. 

 

Furthermore, most frigates tend to be parked close to some kind of cover (asteroid, beacon, etc). If we factor in the doubled collision damage… :stuck_out_tongue:

I’m pretty sure the thruster drones won’t be able to affect the frigballs in T3, but in T2, it could definitely forcibly remove guard frigates parked beside beacons. The thrusters would actually propel the Jericho guard frigates at a speed exceeding their normal max speed. Alternatively, this could be used to drag an engie out from behind an asteroid. 

 

Furthermore, most frigates tend to be parked close to some kind of cover (asteroid, beacon, etc). If we factor in the doubled collision damage… :stuck_out_tongue:

I SEE OPPORTUNITIES.

quick Q - why add more/new modules to these ships ? what is lacking with the current ones?

quick Q - why add more/new modules to these ships ? what is lacking with the current ones?

Nothing is lacking. I thought that perhaps some ships would benefit from additional modules. A little more variety wouldn’t hurt.

well:

 

Tackler:

someone suggested a flashbang and tractor beam for tacklers. IIRC it was Ming’s. i thought that was cool. and I’d trade my Chameleon for guard’s inhibitor field any day.

 

Command:

they lack fun mods that you get with ECMs and Tacklers. They’re the most boring support ship imho. Tanky but boring. Your suggested mods for them are still vanilla. I want strawberry-banana fusion mods.

 

Gunships:

their secondary role is frigate protection. they don’t have mods for that. Purge is a nice idea, stay close to your engineer, purge shields when a bunch of inties swarm in but still - could do better.

well:

 

Tackler:

someone suggested a flashbang and tractor beam for tacklers. IIRC it was Ming’s. i thought that was cool. and I’d trade my Chameleon for guard’s inhibitor field any day.

 

Command:

they lack fun mods that you get with ECMs and Tacklers. They’re the most boring support ship imho. Tanky but boring. Your suggested mods for them are still vanilla. I want strawberry-banana fusion mods.

 

Gunships:

their secondary role is frigate protection. they don’t have mods for that. Purge is a nice idea, stay close to your engineer, purge shields when a bunch of inties swarm in but still - could do better.

Fighters: The Chameleon is invaluable. The flashbang I will exchange for the Hades’ Helm System.

Command: I can give you chocolate/mint fusion mods if you point me in the right direction. Though, the Hadron Barrier does have interesting functionality… I’ll update it.

Gunships: I did make one that can purge a portion of the hull to deal heavy kinetic damage… But I still have no idea.

We should squad up again and mess around with gunships and commands. Find crazy things we wished we could do. Command especially coz they’re uber zzZZ…

We should squad up again and mess around with gunships and commands. Find crazy things we wished we could do. Command especially coz they’re uber zzZZ…

I’m up for that, need to improve my command’s killer fit…

 

Sabre, everytime you update something in the frist post of the thread pls try to specify when it was last updated for each mod.

 

Tackler:

> Thruster Disruption Drone: interesting, but maybe better with a percentage effect instead of fixed 200m/s?

> Hades: hmm, dunno, maybe less than 5 seconds?

> Blink: beautiful! But don’t make it invulnerable (looks like an oversized ECM ship).

 

Command: (these things need more mods…)

> Wide-Band Shield Overlay: viable

> Hadron Barrier: also like it, but when active maybe reduce ship speed and make the barrier move with the ship? Engis already got a close type of barrier in T3.

 

Gunship: can’t cook anything now…

I’m up for that, need to improve my command’s killer fit…

 

Sabre, everytime you update something in the frist post of the thread pls try to specify when it was last updated for each mod.

 

Tackler:

> Thruster Disruption Drone: interesting, but maybe better with a percentage effect instead of fixed 200m/s?

> Hades: hmm, dunno, maybe less than 5 seconds?

> Blink: beautiful! But don’t make it invulnerable (looks like an oversized ECM ship).

 

Command: (these things need more mods…)

> Wide-Band Shield Overlay: viable

> Hadron Barrier: also like it, but when active maybe reduce ship speed and make the barrier move with the ship? Engis already got a close type of barrier in T3.

 

Gunship: can’t cook anything now…

Thruster Disruption Drone: Practically everything in this game needs to be percentage based… :slight_smile:

Hades: I’m exchanging it for a flashbang effect, like Kine suggested. It’ll temporarily blind the pilot and prevent him from hearing anything.

Blink: It only goes invulnerable in the 0.5 seconds it disappears, allowing the pilot a very short time to align their ship before making the jump. It’s meant to be a quick way to close a target without revealing your position.

 

Wide-Band: Probably swapping it for something else.

Hadron Barrier: I thought that making it move with the Command would be OP, so I made it stationary. How much damage do you think this will absorb? Enough to serve its purpose effectively?

Hades: I’m exchanging it for a flashbang effect, like Kine suggested. It’ll temporarily blind the pilot and prevent him from hearing anything. > sounds good

 

Wide-Band: Probably swapping it for something else. > why? it’s looking decent

Hadron Barrier: I thought that making it move with the Command would be OP, so I made it stationary. How much damage do you think this will absorb? Enough to serve its purpose effectively? > less damage if it can move, more if stationary, however if you make it stationary it’s going to be just another barrier addition like the t3 engis have, that’s what i’m trying to avoid (was thinking about Eve Online heavy interdictors as aspect here, could give you some links to ships and module, but it’s not a shield barrier, it’s an aoe warp inhibitor that moves with the ship)

gunship module that’ll promote formation flight between gunships and frigates.

  • Targeting Haze

  • Allies within 800m cannot be locked on for 3/4/5/6/7 seconds

  • Red bracket still appears around affected ships but cannot be locked on (like the large attack drones)

  • Effect canceled if ally leaves active range

  • Does not affect self

  • Guided missiles launched prior to activation will still hit

useful to help slow frigates cross open space, cycling mods to protect EMP carrier, disrupt enemy’s focus fire on an ally, buys time for damaged ally retreating back for heals etc.

a fun module that doesn’t buff or debuff damage/health/speed and requires some thinking ahead by the activating pilot. overall effect from cycling can be significant when used in team moves. 7 seconds x 3 in EMP for example.

gunship module that’ll promote formation flight between gunships and frigates.

  • Targeting Haze

  • Allies within 800m cannot be locked on for 3/4/5/6/7 seconds

  • Red bracket still appears around affected ships but cannot be locked on (like the large attack drones)

  • Effect canceled if ally leaves active range

  • Does not affect self

  • Guided missiles launched prior to activation will still hit

useful to help slow frigates cross open space, cycling mods to protect EMP carrier, disrupt enemy’s focus fire on an ally, buys time for damaged ally retreating back for heals etc.

a fun module that doesn’t buff or debuff damage/health/speed and requires some thinking ahead by the activating pilot. overall effect from cycling can be significant when used in team moves. 7 seconds x 3 in EMP for example.

I’ll add that to the OP. Nice one, Kine.

The gamma burst looks really fun. An inty pilot still retains control over the ship, so there’s still a chance of evading enemy fire with a barrel roll, so I guess there won’t be complaints of it being OPed. Like the thruster drones, this module isn’t just an anti-inty module, so this can add some versatility to the tackler as an ‘initiator’, rushing in and delivering the first wave of debuffs and setting up an enemy for allies to unleash hell upon. Lots of soft control for the tackler if these modules are implemented. 

 

I worry that tacklers would laugh at hadron barriers if they are equipped with thruster drones.

 

Targeting haze looks very neat on the gunship.