Pulsar tweak

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.

Pulsar is great as it is, easily one of the best modules on a guard atm.

Yes, no buff.

Reminds me a LOT of how the Palom’s Pulsar works. No cooldown, works all the time but extremely close range.

 

I’d rather just buff the pulsar to have a LOT shorter cooldown instead and consume energy, but still have it as an active module.

1 hour ago, HBZK100 said:

Reminds me a LOT of how the Palom’s Pulsar works. No cooldown, works all the time but extremely close range.

 

I’d rather just buff the pulsar to have a LOT shorter cooldown instead and consume energy, but still have it as an active module.

Or that. A super short cooldown would be better than nothing.

but why? Pulsar is great

4 hours ago, TheDarkRedFox said:

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) 
  • Mass Propulsion
    • Range
      • 2000m
    • Slowdown Passive
      • 15% Rotation 12.5% Speed
    • Active Stats
      • 30% Rotation 25% speed & Can NOT Jump/Warp
    • Active Time
      • 5 Seconds

Very very experimental, tweak as you please.

 

 

19 minutes ago, xKostyan said:

but why? Pulsar Guards are great

 

4 minutes ago, IFreakinLoveBass said:

I would be in favor of these changes.

  • 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) 
  • Mass Propulsion
  • Range
  • 2000m
  • Slowdown Passive
  • 15% Rotation 12.5% Speed
  • Active Stats
  • 30% Rotation 25% speed & Can NOT Jump/Warp
  • Active Time
  • 5 Seconds

Very very experimental, tweak as you please.

 

4 minutes ago, IFreakinLoveBass said: