Active Module: Shield Scatter
Role: Guard (EDIT: possible destroyer module *wink wink*)
Ability: Drain the hosts shields, but projects a damaging cloud around the host ship dealing damage corresponding the the phase shield upon activation (cannot change damage mid-use, toggleable, Ion diffuser disables the effect, cloud follows host ship, does not damage allies or host)
Energy Use: 140/second
Mark 1
Duration: 4 seconds
Recharge: 120 seconds
Radius: 500 meters
Shield drained from host: 10% per second
DPS of cloud: 800
Mark 2
Duration: 5 seconds
Recharge: 110 seconds
Radius: 600 meters
Shield drained: 10% per second
DPS of cloud: 900
Mark 3
Duration: 6 seconds
Recharge: 100 seconds
Radius: 700 meters
Shield drained: 10% per second
DPS of cloud: 1000
Mark 4
Duration: 6.5 seconds
Recharge: 95 seconds
Radius: 750 meters
Shield drained: 10% per second
DPS of cloud: 1050
Mark 5
Duration: 7 seconds
Recharge: 90 seconds
Radius: 800 meters
Shield drained: 10% per second
DPS of cloud: 1100
The optimal use of this module is area denial, ideally, defending a beacon or protecting your team from an enemy rush.
Before you cry overpowered or underpowered, hear my rationale for the stats:
I picked these damage levels because I felt that they would be balanced for all enemy ships. The cloud does a fair amount of damage in it’s duration, so it will be very threatening to interceptors and weaker fighters, but they would be able to escape easiest, but frigates and slow fighters would take less percentage of their health, but would have a harder time moving away from the effect. I limited the range compared to pulsar because you don’t need line of sight and because you can pick the damage type. I made the energy cost high so that it is hard for a guard to move around with AB while using it, this isn’t designed to be a mobile damage strike, it is designed to be area denial. Since this module combines good damage, decent range, and a decent duration, I added a fairly lengthy recharge, as well as a major drawback. You have to sacrifice a fairly large amount of your shield to use this module. No enemy may want to come near you while this module is active, but be prepared to be rushed after it goes down. The drawback also comes as a blessing. It will make ECM’s think twice before disabling you. If you get disabled, the damage cloud disappears, but your shields stop draining, but if they don’t disable you, the cloud persists but your shield continue to drain.
EDIT: Also note, the shield drain percent per second applies to whatever your shield is at any given moment during the use. If you activate with half shields, it will take 10% of whatever is left, but if you are healed while using it, the 10% is taken from your total volume after/during the healing.