New Skill Idea's

My new idea’s

 

Jericho

Skill 1 - Instantly detonate an EM burst dealing damage to targets with in 2000 meters. If the target does not have shields

it will break and jam their targeting for 3 seconds. Does not damage hull

 

Skill 2 - Bubbles all alies with in 1750 meters increasing shield regeneration by 625% for 4 seconds.

The first 2 seconds grant invulnerability

 

Empire

Skill 1 - Increases the movement speed of all alies with in 1750 by 35%. During this time

they are immune to ship loss control (Stun, Slows).

Skill 2 (nano-bot repair) Increases all allies with in 1750 meters hull regeneration by 3.5% Per second for 10 seconds.

 

 

Federation

 

Skill 1 - Aoe Cloaking to all allies with in 17500 meters for 15 seconds.

Skill 2 - Cloak mind field lasts 3 minutes, but does less damage then normal mines

This I like, but I am afraid of more tankingness being added to the game right now.

I don’t believe nerfing the tank to much is the solution though i agree with a small hp nerf on jerchio’s hull (3000-4000hp)

 

I do think one of the major problems is the other races dont really have good guard frigates and need to gain them, or gain a buff to them (5000 hull)

 

The major problem with guard frigates on jericho is the 75% damage buff.

 

Previously with 6 turrents this ship with heavy plasma’s did around 2800 damage, Now it does 3200 with the shield buff, and 1800 with out.

 

The solution is if its a tank, it shouldent do damage, so removing the secondary effect on phase shield (damage buff) and returning the previous effect

Restores life to shields when damage on hull is taken is the right move to balance it.

I don’t believe nerfing the tank to much is the solution though i agree with a small hp nerf on jerchio’s hull (3000-4000hp)

 

I do think one of the major problems is the other races dont really have good guard frigates and need to gain them, or gain a buff to them (5000 hull)

 

The major problem with guard frigates on jericho is the 75% damage buff.

 

Previously with 6 turrents this ship with heavy plasma’s did around 2800 damage, Now it does 3200 with the shield buff, and 1800 with out.

 

The solution is if its a tank, it shouldent do damage, so removing the secondary effect on phase shield (damage buff) and returning the previous effect

Restores life to shields when damage on hull is taken is the right move to balance it.

how about we undo all these changes…they make no sense anyway IMHO. Was a lot more fun before this patch as well, the last few patches i played on due to the gameplay still being fun…that is gone now :confused:

The role of the guard ship was a heavy combat, heavy tank close range ship, its a great concept just needed some balance.

Jericho

Skill 1 - Instantly detonate an EM burst dealing damage to shields within 2000 meters. If the target does not have shields

it will break and jam their targeting for 3 seconds. Does not damage hull

Fixed wording.

Good idea. provides the tank frigates with some much needed front-line threat that isn’t purely damage based.

Skill 2 - Bubbles all alies with in 1750 meters increasing shield regeneration by 625% for 4 seconds.

The first 2 seconds grant invulnerability

This one isn’t needed, and is frankly OP. need to add that you can’t be hit by the same effect from a different source for like 60 seconds.

would be better to say 'restores 25% of maximum shield instantly to all allies within 1750 meters. prevents any crowd control affects for XX seconds.

 

Empire

Skill 1 - Increases the movement speed of all alies with in 1750 by 35%. During this time

they are immune to ship loss control (Stun, Slows).

active module or special modules? Either way 35% is too high. need to bring it down to 15% or so. also need to add in that you can’t be hit by the same effect from a different source for like 60 seconds.

Skill 2 (nano-bot repair) Increases all allies with in 1750 meters hull regeneration by 3.5% Per second for 10 seconds.

We already have something similar to this. not needed/fills no gaps.

 

 

Federation

 

Skill 1 - Aoe Cloaking to all allies with in 17500 meters for 15 seconds.

Range is too big. need to bring this into like…2k range. 17500 meters? i hope to god that’s a typo or you’re insane. that’s half the map in some cases. in most beacon hunt maps you could cloak everyone no your team at all 3 beacons if you centrally locate. and if you stack people witht his you can invis your entire team for a long time.

needs a lock-out time so you can’t be affected by it from different sources for like 60 seconds like all the other AoE actives you’re suggesting.

Skill 2 - Cloak mind field lasts 3 minutes, but does less damage then normal mines

I’m ok with this one. would work best on interceptors.

Could you be more specific here? Skill ideas… for what? Modules? Special modules? What ships would these apply to? Etc.

My new idea’s

 

Jericho

Skill 1 - Instantly detonate an EM burst dealing damage to targets with in 2000 meters. If the target does not have shields

it will break and jam their targeting for 3 seconds. Does not damage hull

(Great Idea)

Skill 2 - Bubbles all alies with in 1750 meters increasing shield regeneration by 625% for 4 seconds.

The first 2 seconds grant invulnerability

(Depends on if special module, possibly op, especially if multiple ships have it and use it in sequence, never die)

Empire

Skill 1 - Increases the movement speed of all alies with in 1750 by 35%. During this time

they are immune to ship loss control (Stun, Slows).

(Mixed feelings. On one hand increased team maneuverability is great, and yet I always feel as if inty’s speed is always pushed down by bonuses to other ships speed increases, including the warp gate. Why MWD when the whole team can take a well placed WG?)

Skill 2 (nano-bot repair) Increases all allies with in 1750 meters hull regeneration by 3.5% Per second for 10 seconds.

(same as Jericho comment. Not too bad if this is on an engineer frigate, their active buff’s their healing abilities. Quite synergistic.)

 

Federation

 

Skill 1 - Aoe Cloaking to all allies with in 17500 meters for 15 seconds.

(Intriguing. This could actually end up in some hilarious ambushes xD Although 17,500 meters? I think this is a mistake. This is pretty much the entire map, it should be much smaller. Judging from your earlier stats, I think it is safe to assume you meant 1750m)

Skill 2 - Cloak mind field lasts 3 minutes, but does less damage then normal mines

(Personally I think this is op. Current minefields already tend to use all their mines without need for cloaking them. But then, depending on what exactly reduced damage is equal to, it might not be so bad after all.)

 

I like these ideas for the most part, though this is requiring me to make assumptions on what ships these are being used on and what not. Again, it would be easier to tell what you were going for here Uhmari if you explained a bit more on what these are for :stuck_out_tongue: Also if we knew what these are for it would help us to add suggestions :slight_smile: