New Modules And Changes

Module /Module Mechanic Changes

 

Engine based stuns changed to disable afterburner and all strife, yaw, pitch for X Seconds (Max 6)

Full Stuns moved to frigate based ships. Now only active on pulsar, Stuns for 1 second per a pulsar hit

Pulsar damage reduced by 25%.

Weapons lock out modules change to have a lower cool down to be more prevalent (Max 5 seconds)

Slow effects (Engine inhibitor) now slows for 45-55%.

Module lockout now lasts up to 6 seconds.

Added new modules that have an aoe reduction to Shield restoration effects (20-30%) 1.8k, Interceptor/Fighter module.

Added new modules that have an aoe reduction to hull restoration effects (20-30%) 1.8k, Interceptor/Fighter module.

Added new modules that reduces the energy regeneration of near by ships by 10-15%. 1.8k yards, interceptor/fighter module.

 

 

Additional Module / Skill Based Changes

 

Cloaking

Reworked, Now consumes 29 energy per a second. Cloaking now has a  30 second cool down. This effects both federation fighter skill, and Module

 

Q Why was this done?

A Cloaking at the moment is used for survivability, there for a longer duration will help it be used offensively. This will help break up clustering and encourage the fast pace game play.

 

Cloaking Module

Interceptors & Fighters now have access to this module. This module consumes more energy a second (36/s) then federation skills.

 

Q Why was this done?

A This was done to help encourage cloaking based tactics and make the game more tactical.

 

EMP (Jericho-Interceptor)

Now deals 500 damage (Em based damage) to all enemies shielding (only) in 3000 meters.The Interceptor is healed for 20% of damage done. All targets hit lose target lock.

 

Q Why was this done?

A This gives the interceptor a little more tank, and helps it become something more balanced and effective.

 

Plasma Network Changed to “Plasma Cloaking Device” (Federation Interceptor)

Now cloaks the interceptor. while cloaked, the interceptor gains 25% movement speed and acceleration. Consumes 23 energy a second. 30 second cool down.

 

Q Why was this done?

A this ability is well disliked, and felt to be under powered Cloaking further helps the race to become unique, and adds more tactical edge. Besides, Going fast while cloaked is fun!

 

OverCharge (Empire - Fighter)

Changed. Weapons no longer have overheating while the effect persists. Increased energy, acceleration and movement speed by 50%.

 

Q Why was this done?

A While the attack speed buff was fun, it over powered the fighter, so a more stable approach was taken.

 

Incenerator (Empire - Frigate) renamed to "Moralality"

Increases all near by allies movement speed by 35% and all hull regeneration by 25%. Allies effected with this buff are immune to engine dampening (Slow) or stun effects. costs 350 energy, 90 second cool down.

 

Q Why was this done?

A Incenerator was causing a lot of problems (Primarily it was unstable for the player using it as it caused them to lose the control of their ship). It also was causing excessive camping problems.This new buff will help encourage players to protect the frigate, and will help make them work as a team. it will also encourage close to mid range frigates.
 

Phase shield (Jericho Fighter)

Activate to cause attacks to travel through the fighter (as if they fighter was not there). Lasts 8 seconds, 45 second cool down.

 

Another idea was to make it so that you can toggle the ability on (10 second cooldown) and drain energy from your capacitor. 10-20 a second, and heal 100hp per 10 energy.

 

Q Why was this done?

A Phase shield was just not really offering anything unique. Jericho have long been lacking true identity because of federation. So this was given to help the jericho be recognized as the technologically superior race.

 

Plasma Shielding (Jericho Frigate)

Places a protective shield around near by allies absorbing all damage for 3 seconds. Regeneration of shields during this time is increased 650%. 90 second cool down. 360 energy.

 

Q Why was this done?

A Jericho Missile was causing a lot of problems (Primarily it was unstable for the player using it as it caused them to lose the control of their ship). It also was causing excessive camping problems…This new buff will help encourage players to protect the frigate, and will help make them work as a team. it will also encourage close to mid range frigates.

 

 

Pinky is right. But as said, if people can read it should be obvious. Most people don´t hang around in the forums anyway, so…

 

However, let´s get to the ideas. While you have some good ones in other posts, there isn´t a single one i like here.

Let´s take the Jeri-Interceptor rework. I have no idea why you want a rework on that one because personally i think it´s by far the most useful interceptor already, with gorgeous hit and run tactics possible. I never felt like “damn, downed again, i want more tank”. I mean, it´s an interceptor, making it more tanky would make it even stronger. Sure, it´s no ship to try and defend a beacon solo but hey, that´s not the job of an interceptor anyway.

I think this is not the issue, i present it in a professional way, because i want it to be taken seriously and read in a way understood its more likely to succeed this way.

 

my saying why i recommend those changes does not make me a mod. I think its more of an issue of people feeling threatened for some reason, the only other reason i can think of is they are racist, because this level of hate or focus on an individual comes from other jealousy or arrogance.

 

 

Drama aside…

 

Rework on Jericho EMP is because of chain stuns. Even if you put it at 2-3 seconds, they can still do chain stuns,you just need more, still 4 people chaining them is enuff to instant and perma lock up someone with Modules+emp so the fix is to remove the stun, but doing this makes the skill useless, so a change was merrited to make it viable. Since jericho pride themselves on sheild tanking this is a good fit for the technology of the race.

 

 

as for federation tank.

The truth is only fighter has cloak at the moment, and it is very limited. While i feel that modifications of the cloak itself, like slightly longer duration (5-10) Seconds is nice, or 10-15 Sec cooldown can solve a lot of problems, as error mentioned it can present the same also. None theless i think cloaking should get a buff if federation are still to stay squishy. However, this being said, i still believe federation should get some uniqueness. I believe this should be that their shields are weak to thermal, and stronger to EM then other races.

 

That being said the solution is to make cloaking have a movement speed buff. This way the cloaking duration is not longer, but that need for it to be longer (Ie to get on tp of people atleast 2-4k) is possible. IF you can close 7-8k in 10 seconds of cloak time, the cloak is working well, so solving the problem of cloaking is to give interceptors and fighters a cloak buff that gives 25-50% Movement and acceleration.

 

Lastly, the cloaking module (Interceptor) Adapted to be used by fighters also helps to provide cloaking as an alternative survival mechanic for the rest.

Back on track:

I certainly agree something could be done to spice up the cloaking.  As it stands now it is probably the best escape skill, and using it for its apparent intended purpose (I think it is Armada that gives quests to make kills from stealth), would only serve to place you in harms way.  

 

I think the only time I’v ever really use for attacking is to remove lone Frigates from sniping positions, which is infrequent as there is almost always better things to be doing.

 

Personally I think make it a toggle with a 10sec cool down at the price of no energy regen while on, and a fairly high energy cost to initiate.  

 

Reasoning behind this is as follows:

Toggle - no time constraint allows for ambushes and terror tactics, it is also a double edged sword, ppl that are stealthed are not contributing to the team.

10sec cooldown when effect ends - cant be spammed to break lock-on’s.

No energy regen while active - limits afterburner so ppl don’t have free reign of the map (putting around in stealth takes you out of doing something functional) and also keeps you from running command mods while stealthed for obvious reasons.

High energy cost to Initiate - makes hit and run tactics require precision energy management and also makes it more difficult (but not impossible) to use as an escape mechanic unlike now where it is pretty much a free pass.

 

Seeing cloaking mod in any form on other fighters is bad idea, especially when paired with Empire fighters… Plus this would only serve to devalue the Fed fighters uniqueness.

i could see the toggle working, if it had an activation cost on top of a duration on cost. like 50 energy to start, 23 energy per second to maintain.

also other mechanics like cannot gain assists is good. this can be done by simply causing modules not to be able to be active while cloaked.

a moderator and i talked about how these sorts of cooldowns and durations may break cloaking, which i sort of agree with in some way. 

I however think unlike her (i think) that the cloaking can be counter-pointed with other mechanics.

 

For example, Interceptors should get an active module they run (stays on like aegis system costing energy per a second) that allows them ( and only them) to see cloaked ships with in 1,500 meters. But then they can opt another spot for spy drones to tag them for all to see, or they can shoot them to decloak.

 

this is a potential way of keeping cloaking from being broken.

Hey, that would actually make spy drones worth while to bring along! (other than to farm points)

 

I would really like spy drones to be able to show the positions of all (non stealth) players around the tagged target say at a range of 1200 up to 3-4000 for Ex drones.  

 

in the heat of combat it takes too much time to identify if your target is a stealth vessel, and id wager 75% or more ppl don’t even know what ships have stealth to even be tagged.  Definitely a module that could use more love.

i would like to see a sensor range nerf on all ships to

 

 

ceptor 1400-1500

fighter 1100-1200

frigate 900-1000

 

then to see more upgrades for the mod slots, to increase range, etc

they could go in the “CPU” mod slot.

 

 

also i’d like to see the interceptor have an active ability that increases sensor range by 20-35% and detects cloaked ships with in 1500 meters.

Spy drones imo, should be more stationary, i think they should drop like a single mine, then spy tell destroyed (5000 hp)

i’d also be nice if there was a cloak detection variant of this we can rename them to “detection grids” and they can be charged based (fit in missile slots)

 

this would give rise to stationary tactics, and support sniping in some ways, however i feel at the same time, range on the weapons need to become uncapable of going more then 6.5k under any situation.

 

i strongly believe the “range” weapon mod from lasers should be deleted.

Module /Module Mechanic Changes

 

Engine based stuns changed to disable afterburner and all strife, yaw, pitch for X Seconds (Max 6)

Full Stuns moved to frigate based ships. Now only active on pulsar, Stuns for 1 second per a pulsar hit

Pulsar damage reduced by 25%.

Weapons lock out modules change to have a lower cool down to be more prevalent (Max 5 seconds)

Slow effects (Engine inhibitor) now slows for 45-55%.

Module lockout now lasts up to 6 seconds.

Added new modules that have an aoe reduction to Shield restoration effects (20-30%) 1.8k, Interceptor/Fighter module.

Added new modules that have an aoe reduction to hull restoration effects (20-30%) 1.8k, Interceptor/Fighter module.

Added new modules that reduces the energy regeneration of near by ships by 10-15%. 1.8k yards, interceptor/fighter module.

 

 

Additional Module / Skill Based Changes

 

Cloaking

Reworked, Now consumes 29 energy per a second. Cloaking now has a  30 second cool down. This effects both federation fighter skill, and Module

 

Q Why was this done?

A Cloaking at the moment is used for survivability, there for a longer duration will help it be used offensively. This will help break up clustering and encourage the fast pace game play.

 

Cloaking Module

Interceptors & Fighters now have access to this module. This module consumes more energy a second (36/s) then federation skills.

 

Q Why was this done?

A This was done to help encourage cloaking based tactics and make the game more tactical.

 

EMP (Jericho-Interceptor)

Now deals 500 damage (Em based damage) to all enemies shielding (only) in 3000 meters.The Interceptor is healed for 20% of damage done. All targets hit lose target lock.

 

Q Why was this done?

A This gives the interceptor a little more tank, and helps it become something more balanced and effective.

 

Plasma Network Changed to “Plasma Cloaking Device” (Federation Interceptor)

Now cloaks the interceptor. while cloaked, the interceptor gains 25% movement speed and acceleration. Consumes 23 energy a second. 30 second cool down.

 

Q Why was this done?

A this ability is well disliked, and felt to be under powered Cloaking further helps the race to become unique, and adds more tactical edge. Besides, Going fast while cloaked is fun!

 

OverCharge (Empire - Fighter)

Changed. Weapons no longer have overheating while the effect persists. Increased energy, acceleration and movement speed by 50%.

 

Q Why was this done?

A While the attack speed buff was fun, it over powered the fighter, so a more stable approach was taken.

 

Incenerator (Empire - Frigate) renamed to "Moralality"

Increases all near by allies movement speed by 35% and all hull regeneration by 25%. Allies effected with this buff are immune to engine dampening (Slow) or stun effects. costs 350 energy, 90 second cool down.

 

Q Why was this done?

A Incenerator was causing a lot of problems (Primarily it was unstable for the player using it as it caused them to lose the control of their ship). It also was causing excessive camping problems.This new buff will help encourage players to protect the frigate, and will help make them work as a team. it will also encourage close to mid range frigates.

 

Phase shield (Jericho Fighter)

Activate to cause attacks to travel through the fighter (as if they fighter was not there). Lasts 8 seconds, 45 second cool down.

 

Another idea was to make it so that you can toggle the ability on (10 second cooldown) and drain energy from your capacitor. 10-20 a second, and heal 100hp per 10 energy.

 

Q Why was this done?

A Phase shield was just not really offering anything unique. Jericho have long been lacking true identity because of federation. So this was given to help the jericho be recognized as the technologically superior race.

 

Plasma Shielding (Jericho Frigate)

Places a protective shield around near by allies absorbing all damage for 3 seconds. Regeneration of shields during this time is increased 650%. 90 second cool down. 360 energy.

 

Q Why was this done?

A Jericho Missile was causing a lot of problems (Primarily it was unstable for the player using it as it caused them to lose the control of their ship). It also was causing excessive camping problems…This new buff will help encourage players to protect the frigate, and will help make them work as a team. it will also encourage close to mid range frigates.

 

 

The jericho changes would be AMAZING. The frigate changes would help so much because jerichos shield are their main defence and it would mak sense to put a more defensive module on all the factions frigates imo this would stull encourage abit of camping but it would help player try to get close to beacons and protect it.

The Jerichos EMP change would be nice because if your dieing as a intersepter their isnt much you can do especailly if your going for the capting, and once youve used your EMP everyone on their team if spamming heavy lasers and railgun etc and being able to heal only for 500em dmg would help so much especially if they have allot of camping frigates.

For the phase shield this defently need to change! because it really doesnt do much and a suggestion would be that the shield automaticly changes depending on what weapon is shooting at oyu and it wouldnt  change if you had multiple enemys shooting at you to stop energy consumtion but if needed you could still press f to change it manully.

The phase shield is nice, but its not up to par witht he other faction abilityes, Overdrive can helpallot because this increases everythink while phase only increases 1 thing even if it is permanent.