Modules... Modules Everywhere (Interceptors)

Fighter Modules: [http://forum.star-conflict.com/index.php?/topic/20249-modules-modules-everywhere-fighters/](< base_url >/index.php?/topic/20249-modules-modules-everywhere-fighters/)
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/)

Covert Ops

Ultrasonic Pulse [V1.0]
Range: 1200m
CD: 60 seconds
Duration: -
Energy Consumption: 140
Description: Emits a curved plane of sound that pushes back and slightly damages all ships within the area of effect. All ships are knocked back 300m at 200m/s, and suffer 450 kinetic damage.

Hi-NRG Shockwave [V1.1]
Range: 750m
CD: 75 seconds
Duration: -
Energy Consumption: 165
Description: The ship emits a very highly charged pulse as either a beam or a wide-band shockwave, mildly damaging all enemies within the pulse. Directly hitting a target results in an overload to their critical systems, causing them to take more damage over time.
On a locked target within range - 1200 EM damage, plus an extra 300 EM damage per second for 4 seconds.
If target is too far away/no lock - 750 EM damage to all ships within radius (750m).

Recon

Timer Drones Container [V1.1]
Range: 2000m
CD: 65 seconds
Duration: 20 seconds (until detonation)
Energy Consumption: 115
Description: Applies Timer drones to the target that explode after a set amount of time (shown in the duration field). Upon detonation, the drones deal 4100 thermal damage to the target. Friendly healing auras remove Timer Drones.

Minesweeper Missile [V1.2]
Range: 1300m
CD: 52 seconds
Duration: -
Energy Consumption: 130
Description: Fires a small missile that explodes upon contact with a surface or after it has travelled for the maximum range. Explodes with a radius of 500m, dealing 120 thermal damage to all hostiles within that area and detonating proximity mines and removing one damage tick from minefields in the explosion radius.

ECM

HAZARD VIRUS [V2.2]
Range: 1800m
CD: 100 seconds
Duration: 12/16/20 (Interceptor/Fighter/Frigate respectively)
Energy Consumption: 180
Description: Infects the target with the HAZARD virus. The HAZARD virus prevents the target from using restoration modules and prevents healing altogether. This includes the Mass Shield Generator, the Nanodrone Cloud, and the Remote Hull Repair/Shield Generator. Natural shield regeneration and the Regenerative Hull Modifier are left untouched.
An infected target will spread their infection over a 1500m radius to any ships ( friendly, hostile or you ) that remain within that radius for 10 seconds. The duration of the effect depends on the size of the target - larger targets will be infected for longer.
Note that captains in combat reconnaissance cannot receive the virus via their team members.

Ultrasonic Pulse- Useless

Hi-NRG Shockwave- Useless

Timer Drones Container- Is more like a covert ops mod. Will be OP vs interceptors.

Leecher Drones Containter- ECM alread do this (enegy absorver).

HAZARD VIRUS [V2.0]- Freaking crazy mod. Need be rework, something like:" the ship create a interference aura who reduce all enemy regeneration in range in x%"

My ideas:

 

Covert ops:

 

“Hermes” taget complex: Increase bullet speed in  x% for x sec.

 

Recon:

 

Target locator(improvement): lets you see if mine fields/nukes/mines are friend or enemys.

 

ECM:

 

Hazard virus 

the ship create a interference aura who reduce all enemy regeneration in range in x%

Ultrasonic Pulse- Useless

Hi-NRG Shockwave- Useless

Timer Drones Container- Is more like a covert ops mod. Will be OP vs interceptors.

Leecher Drones Containter- ECM alread do this (enegy absorver)****.

HAZARD VIRUS [V2.0]- Freaking crazy mod. Need be rework, something like:" the ship create a interference aura who reduce all enemy regeneration in range in x%"

  1. Acts as an area stun weapon. Helps give your team some breathing room.

  2. Direct hit sets them up for the following:

Orion

Hi-NRG

Missiles

Plasma Arc while they’re still stunned.

  1. No no no no no. Cov Ops has OP enough modules. This goes to Recon for softening up targets before they hit the field.

  2. Doesn’t drain to the Recon. But I’ll probably replace this with a minesweeping module.

  3. The times need working, but the principle is not changing. It’s designed to counter frigate balls. An ECM cannot sit near a frigate ball and survive.

  1. Acts as an area stun weapon. Helps give your team some breathing room. Ecm ship alread has the area stun. This module is a simple useless “force push” (sont forget: covert ops are lone wolfs specialized in deal damage) .

  2. Direct hit sets them up for the following: Orion Hi-NRG Missiles Plasma Arc while they’re still stunned ( well, you push the enemy 400m and is all ok to unlesh my orion(7 sec nerf argggg) and all my fury but wait…no. useless mod, better have a white nos jamer to mess the target sistem of enemy to he dont lock on you, awhile i give some slaps on he.

  3. No no no no no. Cov Ops has OP enough modules. This goes to Recon for softening up targets before they hit the field. (then you put some Under power mods to balance thethings hohoho. Recon dant soft nothing, he just search enemys, cap beacons a others things)

  4. Doesn’t drain to the Recon. But I’ll probably replace this with a minesweeping module.( mineswipe is good) 

  5. The times need working, but the principle is not changing. It’s designed to counter frigate balls. An ECM cannot sit near a frigate ball and survive.( Who is saying to ecm sit? you can maneuver!)

 

Conclusion: all your ideas are from a frigate player pespective, (or worse, a interceptor hater, all your tops are like "nerf interceptor this and that). Try play some more t3, and use the ships that you’re giving suggestions a little more, and try not to confuse what each class should do ( for more information see: [http://forum.star-conflict.com/index.php?/topic/20048-ship-roles-in-star-conflict/](< base_url >/index.php?/topic/20048-ship-roles-in-star-conflict/))

Conclusion: all your ideas are from a frigate player pespective, (or worse, a interceptor hater, all your tops are like "nerf interceptor this and that). Try play some more t3, and use the ships that you’re giving suggestions a little more, and try not to confuse what each class should do ( for more information see: [http://forum.star-conflict.com/index.php?/topic/20048-ship-roles-in-star-conflict/](< base_url >/index.php?/topic/20048-ship-roles-in-star-conflict/))

Erm, I actually play all the different ship types. I know what they’re like. I know what they do. I might not be able to use them well, but I can use them.

  1. Acts as an area stun weapon. Helps give your team some breathing room. Ecm ship alread has the area stun. This module is a simple useless “force push” (sont forget: covert ops are lone wolfs specialized in deal damage) .

  2. Direct hit sets them up for the following: Orion Hi-NRG Missiles Plasma Arc while they’re still stunned ( well, you push the enemy 400m and is all ok to unlesh my orion(7 sec nerf argggg) and all my fury but wait…no. useless mod, better have a white nos jamer to mess the target sistem of enemy to he dont lock on you, awhile i give some slaps on he.

  3. No no no no no. Cov Ops has OP enough modules. This goes to Recon for softening up targets before they hit the field. (then you put some Under power mods to balance thethings hohoho. Recon dant soft nothing, he just search enemys, cap beacons a others things)

  4. Doesn’t drain to the Recon. But I’ll probably replace this with a minesweeping module.( mineswipe is good) 

  5. The times need working, but the principle is not changing. It’s designed to counter frigate balls. An ECM cannot sit near a frigate ball and survive.( Who is saying to ecm sit? you can maneuver!)

  1. Lone wolf, you say? Drop to Tier 2 and play a few games. Cov Ops can dive into whole SWARMS and come out alive. EDIT: Meh, was going to make it the kinetic damage equivalent of the plasma arc, but I thought against it as the arc is powerful enough as it is. Being able to spam one after the other would be entirely overpowered.

  2. I think you misread that one. Disables their engines and deals Electromagnetic damage.

  3. Yes, I did.

  4. Still giving it some thought.

  5. Let me rephrase: No ship can go near a frigate ball and survive. Unless it’s another frigate ball.

 

You wanted a PvP on the forums? You got one. :smiley:

/moved by request

Shockwaves: I’d oppose any stun for the covops. It would allow a solo covops to use Plasma Arc too easily against fighters and interceptors that it isn’t really supposed to work against.

Minesweeper missile: There are better ideas out there for minesweeping, and I’m not sure how you’d aim a missile at a minefield in clear space.

Sabotage Drones: I’m not sure what the purpose of these is tbh, and making players even *more* reliant on engineers for survival sounds like the wrong way to go.

Hazard: Insanely OP.

 

Though I’ll add that I find it hilarious that even in a thread about silly buffs to interceptors  Arqueirox still somehow manages to conclude that you’re an interceptor-hating frigate pilot (because players only fly one ship, rite?).

  1. Let me rephrase: No ship can go near a frigate ball and survive. Unless it’s another frigate ball.

 

Incorrect. requires properly fitted ECM, presence of support ships and average ceptor flight skills.

 

re: ECM

They have a large amount of workload compared to any other ships trying to beak a ball but it is consistently doable

  • if you lose shields on approach, you’ll might get half your work done before going pop

  • if you lose shields whilst doing your job, you might exit the ball without going pop

  • if you lose shields exiting the ball, you’ve done well

 

re: anti-Ball ECM

Problem with ECMs right now in an anti frigball role is the sheer amount of workload.

Short version solution would be;

  1. AOE module deactivation ability. Adding this feature to the current F-module is simplest

  2. Higher energy drain options. Either boost the current active mod or upgrade the energy rocket. Preferably both.

 

You don’t need a new module or a Hazard virus variant to effectively solve the current T3 issues.

the best anti heal role is the ECM

 

problem with that ship is it targets the source and in frigballs, the sources are many

 

although the ECM can easily manage 3 sources alone in under 10 seconds there are 2 obstacles that prevent it from being the all-in-one answer to heal squads

 

  1. Low survivability. It can be killed in 5 shots or in 1 shot by 5 frigs

 

  1. Ninja-Heals - there is no way to check energy levels, and the way the biggest culprit works (remote heals) it isn’t about deactivation but about making sure none of the engineers are able to activate it when needed. There is little you can guarantee that from happening and they are still able to sneak a heal burst.

 

What make this thread interesting is the idea of a Duration based AoE ability

 

Damage is hard to balance. But denying crowd healing is rawryespls.

 

—>  Sabre’s fits the bill closest. <—

… *cough cough*

Shockwaves: I’d oppose any stun for the covops. It would allow a solo covops to use Plasma Arc too easily against fighters and interceptors that it isn’t really supposed to work against.

Minesweeper missile: There are better ideas out there for minesweeping, and I’m not sure how you’d aim a missile at a minefield in clear space.

Sabotage Drones: I’m not sure what the purpose of these is tbh, and making players even *more* reliant on engineers for survival sounds like the wrong way to go.

Hazard: Insanely OP.

 

Though I’ll add that I find it hilarious that even in a thread about silly buffs to interceptors  Arqueirox still somehow manages to conclude that you’re an interceptor-hating frigate pilot (because players only fly one ship, rite?).

Shockwaves: Making it more damage-orientated. The Cov Ops can already arc fighters with reasonable efficiency, and even unwary interceptors.

Minesweeper: Link me, please?

Sabotage: It wouldn’t be exactly fair to have them applied then be unable to be removed. I gave a random shot at what I guessed was some way to get them off you. Like I said to Arqueiro, the drones are supposed to sabotage incoming ships. As in, the Recon would warp towards the enemy spawn, and tag a ship with timer drones before it reaches the cap/beacon to soften it up for forces coming up behind it.

HAZARD: Do _any _of you recognise this from Puny’s thread?

 

The point of HAZARD is mostly to stop frigate balls from healing. Okay, the times are long, but the principle works on the fact that interceptors will get out of the infection radius fast enough to avoid the effect, and fighters too. Frigates will have some difficulty, but 1500 metres is not difficult for an engy with a warp gate or any other frigate going full afterburners. Especially for a 10 second infection time.

HAZARD: Do _any _of you recognise this from Puny’s thread?

Yes, and I said it was crazy OP there too. I was always against the idea of shutting down regen because you’re basically putting recons out of business by doing the only thing they do well, but much better. Not only that but you’re also doing it in a possibly massive area depending on engy frigate spread, probably encompassing the entire team in a Beacon Hunt match.

 

Search for tag “Minefields” for other ideas about minefield counters:

[http://forum.star-conflict.com/index.php?/topic/19970-recon-one-change-to-make-it-useful/](< base_url >/index.php?/topic/19970-recon-one-change-to-make-it-useful/)

[http://forum.star-conflict.com/index.php?/topic/19733-ideas-for-minefields/](< base_url >/index.php?/topic/19733-ideas-for-minefields/)

also:

[http://forum.star-conflict.com/index.php?/topic/19495-minefield-iff-detector/](< base_url >/index.php?/topic/19495-minefield-iff-detector/)

… but I think I prefer Arqueriox’s idea of making it a buff to the micro-locator these days.

Yes, and I said it was crazy OP there too. I was always against the idea of shutting down regen because you’re basically putting recons out of business by doing the only thing they do well, but much better. Not only that but you’re also doing it in a possibly massive area depending on engy frigate spread, probably encompassing the entire team in a Beacon Hunt match.

 

Search for tag “Minefields” for other ideas about minefield counters:

[http://forum.star-conflict.com/index.php?/topic/19970-recon-one-change-to-make-it-useful/](< base_url >/index.php?/topic/19970-recon-one-change-to-make-it-useful/)

[http://forum.star-conflict.com/index.php?/topic/19733-ideas-for-minefields/](< base_url >/index.php?/topic/19733-ideas-for-minefields/)

also:

[http://forum.star-conflict.com/index.php?/topic/19495-minefield-iff-detector/](< base_url >/index.php?/topic/19495-minefield-iff-detector/)

… but I think I prefer Arqueriox’s idea of making it a buff to the micro-locator these days.

No, you didn’t…

EDIT: Wait, nope. It’s already there.

The Spy Drones are for marking targets. That’s their main function. Healing reduction is secondary.

 

Frig balls shrug off DoT. Only solution is to attack their healing capabilities and give them a heavy penalty.

 

Minesweeper still needs work, agreed.

Frig balls shrug off DoT. Only solution is to attack their healing capabilities and give them a heavy penalty.

Hardly the “only” solution. There were two other suggestions early on on the thread to deal with the problem of engineer blobs shrugging off damage over time - Dot damage increasing exponentially with time, or burst damage if still bunched up after a delay.

Hardly the “only” solution. There were two other suggestions early on on the thread to deal with the problem of engineer blobs shrugging off damage over time - Dot damage increasing exponentially with time, or burst damage if still bunched up after a delay.

And, like I said: burst damage can be covered up by frigate balls cycling their remote shields, and have damage double per 4 seconds for 5000m is insane. Interceptors would be gibbed before they got halfway. Not very attractive.

 

The solution I’ve proposed requires both teams to stay well away from the infected ship (which could use its infection to an advantage by infecting a hostile after getting close enough) and therefore is a double edged sword. It gives interceptors a high chance of avoiding its effect altogether, fighters the same, but they need to be quick about it, and a fast-thinking engineer with a Warp Gate has a pretty much 100% chance of avoiding it if they notice quickly enough.

 

How this is OP when there are so many ways to just avoid it altogether? Just move away. 1500m is not a long distance.

And, like I said: burst damage can be covered up by frigate balls cycling their remote shields, and have damage double per 4 seconds for 5000m is insane. Interceptors would be gibbed before they got halfway. Not very attractive.

Where on earth did you get those numbers from? I don’t think anyone ever mentioned a 5k radius. How fast exponential growth reaches “insane” damage would depend on the initial damage. If the initial damage was 1 dps then it’d be doing a whopping 64 dps after 28 seconds, which is hardly “insane”. At that rate it would take 40 seconds to grow to a point where it even threatened an interceptor.

Your argument is that there is NO solution based on exponential dots or burst damage. Pulling one set of numbers out of your arse and saying they won’t work doesn’t prove that.

 

How this is OP when there are so many ways to just avoid it altogether? Just move away. 1500m is not a long distance.

I can’t imagine you’d use it on anything except an engineer, which would then infect all other engineers that couldn’t get 3500m away, who would then infect everyone else within 3500m of them. Allowing engineering auras as a vector is the OP part really. Ironically, it would actually be more devastating against scattered engineers trying to support the whole team than it would against an engineer blob.

 

Edit: Ah, you updated it to remove the engineering aura vector. That’s much better.

Where on earth did you get those numbers from? I don’t think anyone ever mentioned a 5k radius. How fast exponential growth reaches “insane” damage would depend on the initial damage. If the initial damage was 1 dps then it’d be doing a whopping 64 dps after 28 seconds, which is hardly “insane”. At that rate it would take 40 seconds to grow to a point where it even threatened an interceptor.

Your argument is that there is NO solution based on exponential dots or burst damage. Pulling one set of numbers out of your arse and saying they won’t work doesn’t prove that.

 

I can’t imagine you’d use it on anything except an engineer, which would then infect all other engineers that couldn’t get 3500m away, who would then infect everyone else within 3500m of them. Allowing engineering auras as a vector is the OP part really. Ironically, it would actually be more devastating against scattered engineers trying to support the whole team than it would against an engineer blob.

 

Edit: Ah, you updated it to remove the engineering aura vector. That’s much better.

 

First, I pulled the numbers from this post:

 

Cool, I like it. I think the healing debuff makes a lot of sense as it will counter engineer AoE heals effectively, as minor DoT damage won’t concern frigate balls.

 

Here’s my idea:

 

Module: Active

Range: 1,000 meters

Recharge: 60 seconds

 

Behaviour: Infects primary target with a virus debuff that jumps to nearby ally ships, infecting their systems and gradually shutting down/overloading/destroying ship controls and systems.

The virus can infect 2 ships per host.

The virus is removed by travelling a certain distance. (I know it sounds dumb, but hear me out)

The virus infects nearby ships on each occurring tick. 

The debuffed target takes increasing thermal damage every 4 seconds for 20 seconds for a total of 6 ticks. Each time the debuff ticks, the damage doubles.

0s = 500

4s = 1000

8s = 2000

12s = 4000

16s = 8000

20s = 16000

This reflects the virus evolving (reprogramming itself) and going from destroying components of the ship to core systems.

To remove the virus you must travel 5000m. With this mechanic, damage should be relative to speed. Interceptors will be the first to remove the debuff and take the least damage relative to their hull/shields, fighters second, frigates third and frigate balls last! I can’t think of any literal reason for this removing a computer virus, but as a game mechanic I think it’s sound.

 

The module is intended to be anti-frigate ball and anti-camping-sniper. It should only deal severe damage to those who sit in one place.

 

 

“But wait, this sucks for beacon hunt/domination!”

I think I may have coincidentally came up with a viable counter for this at the same time. I called it The Carwash, its a hypothetical engineer support structure which you fly through it to remove debuffs. Set one up near the beacon and let people take care of their own debuffs. 

 

Whatever happens, I think the virus should improve over time, whether its damage, healing debuff or randomly shutting off modules/afterburner, it should get deadlier if the player is careless and allows it to manifest. 

 

It’s kind of designed for engineers, as they are vital to frig balls.

 

EDIT: Okay, this is hypothetical,  but:

If we have an interceptor that travels at 400m/s, with afterburners (as that’s logically a nice value for this demonstration) then the resultant damage it will take before the virus wears off results in 9500 thermal damage. Interceptor = most likely gibbed. This is assuming it is moving in a straight line, which it probably isn’t, and isn’t getting shot at, which it probably is. This poses a problem.

 

Frigates (travelling at 200m/s) will end up taking the full 31500 thermal damage. How is this fair?!

Eh, that is a bit silly yes. Not what I had in mind at all.

I was more thinking of a DOT that increases over time and does damage proportional to the number of ships around the target.

Eh, that is a bit silly yes. Not what I had in mind at all.

I was more thinking of a DOT that increases over time and does damage proportional to the number of ships around the target.

If we’re going to argue about this, should we do it on another thread? Or Punylover’s?

 

On the other hand, I did make this for module discussion, so…

 

Let’s see your expansion on that.  :)wt