Orion Targeting Complex Mod

He increase your fire power. But 10 seconds  is to short to a interceptor do something and the cooldown is to hight

 

My sugestion is make the activation of this mod continuos, like the target paint.

 

This way the inteceptor will gain a little fire power,since he cant be too stationary to concentrate fire and will make he more usefull vs tank ships ( i deal only 90 damage to a tank frigate and 98 to a tank jericho interceptor :blink2: )

Ten seconds is a decent amount of time if you use it at the right ten seconds.

 

I would rather have it stay a normal activation so I can use my afterburner instead of having it drain itself out quicker.  You just have to wait till the right time for those ten seconds and make every second count!  I am not sure what Tier you are playing in but eventually you’ll do much more damage with an Interceptor as you gain access to Pulse and Rapid-fire systems with weapon modifications that allow you to change your damage type. For example:  Changing Plasma from EM to Kinetic damage so its better against Hulls after the shields are gone.

I am tier 3, i know wath i talking about an the acchiles mod no doing your job. Maybe reduce your cooldown (10 sec on mkII) and increase your damage help(40-50%)

I agree with Antherage, 10 seconds is plenty of time to blitz a ship. Consider if you have hail plasma or rapid fire rail guns arqueriox, that first shot can be devastating.

Use your time right and this mod is beautiful. Waste it by spray and praying and you will never use it right.

Oh and Arq, don’t think because you got to tier 3 that you are pro. It disgusts me to think people consider tier a badge of intelligence. I’ve bee playing for almost 2 months now, and I still learn new things all the time, it is part of the game.

I play since the closed beta.

 

Hail plasma is bad for intercept, as rapid rail.

 

i use a rapid plasma 83dmg. A achilles mk3 gime me 33% atack bosst

 

My new damage will be 110 :facepalm:

 

110 dmg for only 10seg?

It’s not 83 dps, but per shot, which it cranks out.

I still fail to see your complaint as valid…

i know is 83 damage not dps. The mod increase you DAMAGE Thennnnnnnnnnnnnnnn the new damage will be 110 and my dps will be 506 instead 381 :crazy:

But this is on imobiles tagets

personally i think the should be an activation with a energy upkeep (quite high upkeep, like 40) and with a dmg boost of 50-60%

 

as an example:

 

energi cost to activate: 150

upkeep per second:       40

DMG increase:               60%

Cooldown:                      10 seconds

 

this would result in you being able to activate it from when you are at high energy then sustain it granted your not afterburning=in a interceptor fight it would be ill advised to use it since he will easy outmanouver you if you do, in a fighter fight you will be equel if you activate in manouvering, against a frig you can still outmanuvear him and you got quite ok dps now but you did sacrifice the module on it and you got next to no energi regen while its activated and it drained 60-70% of your max energi is its a risky trade off to do if you get jumped.

60% damage bonus, are kidding right?

 

+36% damage for 10 sec with a 42.5 sec cd is a good module.

Only problem is there are way better modules for ceptors (they have the best offensive modules).

In tier 4 where we can have 4 active modules I will definitely use it, but before that i rather have a shield (or hull) rep, a phase, and a stasis module.

60% damage bonus, are kidding right?

 

+36% damage for 10 sec with a 42.5 sec cd is a good module.

Only problem is there are way better modules for ceptors (they have the best offensive modules).

In tier 4 where we can have 4 active modules I will definitely use it, but before that i rather have a shield (or hull) rep, a phase, and a stasis module.

actually its pretty bad.

considering their very low base dps its no where near enough for a dps module.

 

60% would be too much if there was no downside to it.

now go check out the energi cost and the cost to keep it on and ingame playstyle.

 

you would have to fight almost fully WITHOUT! afterburner use while this module is activated, you would need almost full energi to even activate it.

the module would be useless vs other interceptors, they would RAPE you if you used it (simply fight a inty vs inty with one using afterburner and having energy to modules and the other one having no energi to aktivate modules and no energy regen for afterburning. its not even a fight its a slaughter… in most fights vs fighters you would need to plan as well when to aktivate it. vs frigs it would be an amazing module, actually giving you a chance to kill frig pilots that just ignores you to focus on something else. personally i dont care when i get jumped by 1 interceptor in my frig, yesyes eventually he will kill me if his very good BUT it takes him so long that he will get killed of by friendlies+ the dps i will do when there is nothing better to attack)

 

 

in the current design i wouldn’t use it on a interceptor designed for CC or energy supp, i would use it for a suicide inty simply becouse there isnt anything better.

the idea of the module is good but the work of it is bad, and boosting the dmg increase only would just make it op, so it would need to have a drawback to actually having a high effect when used.

A good fix is increase the duratio  time ad decrease the colldown (10sec). The colldown take so long time i forget i have this mod equiped in my ship

It gives insane damage boost, especially at T3+ where you can use Heavy Weapons if you know how to use them properly.

 

Buffing it would make Heavy Weapon Intys even more xxxx than they are already.

heavy weapons in interceptor are xxxx, and interceptor have only 2 weapons

heavy weapons in interceptor are xxxx, and interceptor have only 2 weapons

 

My Heavy Plasma Elf 2 begs to differ…

 

But you are just looking for buffs so ofcourse you say they suck when in reality they don’t.

You use this mod?

You use this mod?

 

Yes?

 

Not on T2 because it isn’t needed but T3 yes because it is so retardedly good.

Yes?

Not on T2 because it isn’t needed but T3 yes because it is so retardedly good.

^This. It isn’t op as a good energy vamp squad can render it ineffective. But still really good.

The module is fine as it is. On my Kite-M i get 36% damage boost for 10 seconds all 34 seconds. Thats’ almost 33% of the time i fly.

 

Adding an interceptors’ crit boost, that means during those 10 seconds i can pretty much outdamage a fighter.

Interceptors are supposed to do terrible damage, unless you specifically fit them in order to do more damage at the expense of both their speed and resilience.

Wow!!! now my orion do 110% damage! :good:  thanks devs :wub: