28 minutes ago, niripas said:
Looks like someone didn’t even read the manual, not to mention verification of your claims in such horrible way as “custom battle” - mode designed exactly for this - trying stuff.
As you proved multiple times you prefer to guess things instead of asking about them or even calculating them properly, here it is, for your eyes: excerpt from the game manual:
So what about the description then? Both those modules are draining as much energy as possible when activated. It doesn’t matter if your cap has 1k or 2k If you have 500 energy in cap when you activate them. Hence the “Charges more proportionally with energy used” - not “per second” as you assumed, nor “heals more with a larger cap”. “Heals more with fully charged larger cap” is more appropriate here, but still doesn’t sound right. “Charges more proportionally to energy stored in the capacitor when activated” would be nicer, but maybe they hit string length limit.
Also there is function in game “suggest translation”, so if you prefer some other description that’s more fitting you can always help. Takes less time than writing those threads. And if you don’t know how something works, there is a game manual, forum, in game chat - you can always ask.
The fact , you can’t say that when many of tooltips having the wrong info in-game ”)
may be its time to update info in-game with the good info ^^ , the mehanic for ingé have changed its not like as described in-game
about Phoeniw , indeed its not a pure healer but again the issue with this ship its all buff it can give for ally .
what happen often on PVP with team squad , 2 player take a styx ( with eclipse launcher and all buff to repair hull and shield ) and a phoenix
the phoenix buff the Styx , energy and shield , cover with drone debuff resist and this Kenetic weapon , good luck to down both those ship …xD
to be honest , many time players don’t understand they need to focus first the phoenix before attacking the tanky healer Styx …
i know its all about teamplay …
the other points , could down issue
since 2013 , Dev. make a choice that having a huge impact on game now .
normally on all game a could down star at the end of a skill but in SC , the could down ( CD ) start at the start of activation on any skill
for example for a MK1 , Sync shield ( phoenix active module ) , the CD set at 23 sec and activation time set at 5 sec … in practise in-game the CD isn’t 23 sec but (23-5) sec this is a big difference … its same state with the EM field diffuser on Long range , we can see above 35 sec for the CD but in practise in game the CD its only above 5-10 sec xD
my 2 cts , its one of the reason some ship with abitiy seems very broken now , its ike we can get perma Buff / skill without CD weakness