Every deployable module in the game needs a larger hitbox, in my opinion. I see a microlocator, and I don’t even bother shooting it unless I have singularities. Even then, it sometimes takes two shots, if I don’t crit with a dogfighting build. I see a sentry drone, and if I have RF blasters, I can only shoot a few times a second, and generally miss if I aim at the circle unless staying perfectly still. Engineer heal stations don’t really get put in vulnerable positions very often, but when I see them, I generally don’t bother shooting them with anything but guided missiles because they’re too hard to consistently hit.
Microlocators should also have a shorter duration. The radius is fine, but the fact that these essentially invulnerable things that take two fighter missiles or some serious aiming skill to take down last for two whole minutes is just ridiculous. They can cover the entire midfield by the one minute mark of a game if there’s enough recons.
Spy drones should not have the fastest cooldown in the game. Bumping things off can deal 1k damage if a ping spike happens and your ship suddenly decides to bump into the wall face first, rather than just scrape a bit. Add to that the fact that it’s really not that hard to spy drone someone in the middle of a heal, whether engineer or shield booster, and spy drones suddenly have a respectable damage output. Personally, I think it ought to be impossible to remove by bumping off, have a shorter duration, and a longer cooldown. I highly dislike the regen debuff, but spy drones have to have some function left, after all.
Parasitic remodulator should not be able to take down the majority of a Jericho guard’s shields, even with an effect bonus recon.
Reactor overload is still totally useless. I say remove team and self damage and add an actual blast upon death, rather than just have a little spot with damage over time.
Combat reboot could use some readjusting. Considering that two seconds of invulnerability can turn the entire tide of battle, it’s a bit too strong. Coming from someone who always has a gunship loaded. Unfortunately, I really don’t know what could be done about it.
Two guards should not be able to cover the entire midfield with mass propulsion inhibitor indefinitely. Less duration, or less radius, or more cooldown. Or some combination of those. Just see the tournament meta for how ridiculous it is.
I find energy emitter a little lacking since the engineer overhaul. The old version would still be better for the team as a whole, while the new version only really helps with having better heals available more often.
Cruise engine should have a larger energy cost. Far too easy to outrun interceptors in fighters while maintaining tank and damage output. Probably the only module in the game that could be nerfed by adding more maneuverability, albeit that would be a terrible idea.
I have no idea why asynchronous shield projector was ever nerfed, but it’s such an incredibly bad module that I can’t help but feel sorry for it right now.
And finally, to end it all:
Shield havoc needs a buff