Instead of having the Pulsar be baitable and wasted on ships because of its short duration and long cooldown, it should work as an energy-based module.
I mean it should max out its range at 750m and instead be permanently on while sucking energy. This way guards will actually have an edge on interceptors and Pulsar will be more than a “finish them” module.
Instead of having the Pulsar be baitable and wasted on ships because of its short duration and long cooldown, it should work as an energy-based module.
I mean it should max out its range at 750m and instead be permanently on while sucking energy. This way guards will actually have an edge on interceptors and Pulsar will be more than a “finish them” module.
I agree. I’ve played guard for 3 and a half years as my main ship and I’ve gotten extremely good at managing energy, knocking out enemy’s afterburners and the rest of it… I feel like Guard’s should be the back to the backbone of the team second only to Engineer, I somewhat agree with the changes made to guards, the resistance increase for pulsar was nice, it meant you no longer will rely on your sole modules such as Multiphase but it became very broken when coupled with Energy Converter, if you do not know, this module ignores resistance on your ship, I’ve tried it multiple times, with the massive resistance you gain you can effectively tank the team and destroy them at the same time. I feel the Emergency Shield Repair has a bit too high of energy drain for a stand alone module, the Pirate Shield Booster is better by far in terms of energy, regeneration in a short amount of time and cool down. I don’t agree with the drain as it’s too high unless you have a naturally regenerating capacitor or multiple enemy’s in your vicinity in which case it will just postpone your death. I’m considering on making a video guide on Guards since it’s the best class I’ve used and I know everything about them.
I would be in favor of these changes.
Pulsar: A constant pulse applied to every ship within a range of 1500-2500m(Range grows per target in the pulse vicinity by 100/tick) but with every ship in the range the hosts shield and hull resistance is lowered 8 points(Max 50) and speed by 3%.(Max 30%) This will stop fast ships from abusing it.
Range
1500/2500
Damage/s Tick
500
Does not ignore resistance.
Emergency Shield Boost
Energy Drain/s
300
Shield Recovery
Recovers 17,500 shield over 8 seconds(To actually make it an EMERGENCY Shield Boost not a super long shield booster with massive energy drain to make the full boost very hard)
Pulsar: A constant pulse applied to every ship within a range of 1000-1500 m(Range grows per target in the pulse vicinity by 100/enemy) but with every ship in the range the hosts shield and hull resistance is lowered 5 points(Max 25 ) and speed by 2%.(Max 10%) This will stop fast ships from abusing it.
Range
1000/1500
Damage/s Tick
500
Does not ignore resistance, as usual.
Emergency Shield Boost
Energy Drain/s
300
Shield Recovery
Recovers 17,500 shield over 8 seconds(To actually make it an EMERGENCY Shield Boost not a super long shield booster with massive energy drain to make the full boost very hard)