I’m pretty sure we can all agree, the Reactor Overload still sucks.
I have a possible fix for the module that would actually improve it and make it a viable module for a covops. My idea is similar to particle purge, but in reverse. Basically, the lower the percentage of health of the user, the more damage the reactor overload will do in the AOE cloud, but the lower the blast damage will be (and same in reverse).
Note: no final blast will occur unless total hull drops to zero. Cloud will persist after host dies. Damage from AOE before death does not harm the host. Cloud/AOE damage harms all who fly into it. Pressing the module button a second time will cause an instant self-destruct dealing P thermal damage.
For instance, have the proportions be similar to the following:
If total health (hull and shields) is above 25% (for reference, 1/2 hull, but any combo of hull/shield resulting in over 25% total hull and shield), DPS of the cloud will be X.
If total health is between 10% and 25%, DPS of the cloud will be X+Y.
If total health is below 10%, DPS of the cloud will be X+Z.
For final explosion:
If host’s total health was lower than 10% upon activation, final blast deals P thermal damage.
If hosts’s health was between 10% and 25% upon activation, final blast deals P+Q thermal damage.
If host’s health was above 25% upon activation, final blast deals P+R thermal damage.
This is the tradeoff for using the module. If you activate with higher health, your final blast will deal more, but the cloud will deal less, but you also have to make sure you can die if you want the blast to happen. If you activate with lower health, your blast won’t do as much, but the cloud will deal quite a bit. I feel that activating at either end of the spectrum could prove useful in different situations. Using Mk4 stats: if you had less than 10% total health, you would deal 500 DPS with the cloud, and 3500 blast damage upon death. If you have more than 25% total health, you would deal 300 DPS with the cloud, and 4750 blast damage upon death.
Upgrade related stats:
Mk1:
Active time (includes time bubble persists after death): 5 seconds
Recharge: 75 seconds
Energy Use: 130
Blast/Cloud radius: 500m
X=150
Y=75
Z=125
P=2000
Q=250
R=500
For clarification’s sake: max DPS of the cloud would be 275, max blast damage would be 2500.
Mk2:
Active time: 6 seconds
Recharge: 70 seconds
Energy Use: 125
Blast/Cloud radius: 600m
X=200
Y=100
Z=150
P=2500
Q=500
R=750
Mk3:
Active time: 7 seconds
Recharge: 65 seconds
Energy Use: 120
Blast/Cloud radius: 700m
X=250
Y=125
Z=175
P=3000
Q=750
R=1000
Mk4:
Active time: 7.5 seconds
Recharge: 60 seconds
Energy Use: 115
Blast/Cloud Radius: 750m
X=300
Y=150
Z=200
P=3500
Q=1000
R=1250
Ion diffuser/ion beam warheads will stop the effect entirely.
Please note: these numbers are just one’s I thought would be balanced, they could be changed if necessary.
Thoughts?
EDIT: added blast/cloud radius stats. added additional info on use
EDIT 2: A new possible way to use the module:
Make it an active similar to an engineer aura or command aura.
Once your hull reaches 25%, the module automatically activates dealing an AOE cloud with scaling damage as stated above.
Pressing the button twice with greater than 25% hull (or once after your hull reaches 25%) will result in an instant self-destruct, for the most possible damage in the blast, but letting the module run its course will cause the blast to do less damage (same values as above).
Pressing the button when your health is above 25% will instantly reduce your health to 25%, and begin the effect.
(The module would do self-damage if this version were used).