I raised this in passing in another thread on recons, but I’ve since decided it deserves its own thread.
Active Module: Mine suppressor
Category: Recon
Duration: 30s
Cooldown: 120s
Drops like a micro-locator and suppresses the triggers of enemy mines in the area of effect. Mines are not removed, but will not explode while affected.
This would give recons some more utility in bigger fights, would buff their solo effectiveness against frigates (who tend to drop mines as a defence against interceptors), and would help to nerf minefields, which tbh are currently pretty powerful.
Variation 1:
Removes mines in the area of effect.
Variation 2:
Scrambles friend-or-foe sensors on enemy minefields, making them explode on both friends and enemies. Could be hilarious but probably a bit overpowered as a single recon could situationally decimate a beacon defence.
I like your idea, but I think its current form is too powerful.
I would support an active module that allows recon fighter to fly into enemy minefields without triggering them. That way recon interceptors can capture beacons with heavy mine cover, but other ships still must keep their distance. This would also give recon’s an edge in planting bombs on heavilly mined capture points.
The module would have to be a toggle. While on, it drains a lot of energy making it hard to boost continually but allows the pilot to pass unscathed through minefields. 12 second reset.
RECON - Now from least played to most played. How?
SHIP CLASS - RECON
ROLE - To assist from far away in pinging targets, nullifiying sheild regen, and unlcoaking ships
Suggestion:
Add a special module to allow it to disable Nukes and Minefields once they have been planted.
Reason:
Would now be an invaubale asset to the team. It would create a more balanced play for Minefield spammers and nuke spammers. Players would now want to play them to help there team clear up beacons and set them up for capture. The definition of a recon is to recon the field and mark targets, also elimate/sabotage any primary targets that would hamper the main fleet to go through.
Module -
Name: Minesweeper
Active module: Shoots an inhibiting unguided rocket towards a nuke or a minefield. Press again to detonate at desired location, once detonated would explode in a 500 meter radius rendering any minefield/nuke destroyed or disabled.
OR
Active Module: Enwrapps the ship in a shield immune to Mine Fields and Nukes, but not to normal damage, after 2 seconds, an EMP blast renders any active minefields/nukes dead. Almost like the Jericho ablity. (this is easier to program then)
Rank - Energy requirement - Cool Down
MK1 - 89 E - 70 CD
MK2 - 100 E - 60 CD
Green MK2.5 110 E - 50CD
MK3 - 120 E - 40 CD
EXPERIMENTAL - 130 E - 37 CD
Tell me what you guys think, and as always, keep it clean and on topic. A sweet roll is in store for you if ya do!
I definitely think the game needs something to counter minefield spam. Beacon Hunt mode would thank you.
Incidentally, search is your friend:
[http://forum.star-conflict.com/index.php?/topic/19733-ideas-for-minefields/](< base_url >/index.php?/topic/19733-ideas-for-minefields/)
[http://forum.star-conflict.com/index.php?/topic/19496-mine-suppressor/](< base_url >/index.php?/topic/19496-mine-suppressor/)
try my solution as well
[http://forum.star-conflict.com/index.php?/topic/19970-recon-one-change-to-make-it-useful/](< base_url >/index.php?/topic/19970-recon-one-change-to-make-it-useful/)
same thing but BETTER.
Yeah that’s a cool idea, considering guard ships can stop a nuke in its tracks every 10-14 seconds just for having a module active, seems fair. Maybe on minefields they could remove 1-2 ticks and disable it for 6/7/8 (Mki/ii/iii) seconds?
Also on a side note it would be cool if there was merely a rank 9 recon ship that was not premium, then I would play one more often to benefit the team with spy drones.
Recon is one of the most usefull ship and is good in thath state. (is much op)
For the mines up up the price and people think 2 time to spam it.
only active module or passive ability is to see stealth but cant lock it,
I dont play recon, only covert ops, but I would like to see more of them around…
Upping the price on minefields is not a solution at all. Making something expensive is no deterrent to players using it.
As an aside, I see quite a lot of recons in T2. They’re badass at domination game mode, and pretty nice in beacon hunt too.
An Active module that would be a drone of course that could be almost like an ion beam for the ECM but instead of locking out all abilities it locks out a random ability instead, for maybe a duration of 10 seconds since its only one ability. We could also probably put a counter in the game against it and it would be that you could destroy the drone that is following you around so that you can get your ability back.
Recons are nice in T2 b/c they almost guarantee a beacon capture in domination /w microwarp unless you pick wrong, which is necessary for completing contracts. That’s expressly the reason I flew one.
I would prefer to see a mine sweeper mechanic on a slower ship like a Guard this way mines can be used as an anti-rush device rather than 2 opposing interceptors reaching a point, one putting down mines and the other almost instantly clears them. I do agree that Recons need better niche roles, spy drones/locator etc are not that useful considering how few tacklers (cloaking ships) are actually being using atm.
I would prefer to see a mine sweeper mechanic on a slower ship like a Guard this way mines can be used as an anti-rush device rather than 2 opposing interceptors reaching a point, one putting down mines and the other almost instantly clears them. I do agree that Recons need better niche roles, spy drones/locator etc are not that useful considering how few tacklers (cloaking ships) are actually being using atm.
With the recent patches, Tacklers are making a comeback, in force.
With the recent patches, Tacklers are making a comeback, in force.
I know, it’s great. As a recon I’m very much enjoying the free kill bonanza.
I thought tacklers were supposed to be the counter to recon ships
I thought tacklers were supposed to be the counter to recon ships
That is the idea but it dosent work so good in the game.
Recon is a special ‘‘Catch me if you can’’ ship, but i actually kinda like the Minesweeper module idea.
It would be good equip it with Engineer frigates too.
What about something like a “containment drone” that halves the damage caused by mines / nukes within its area of effect? It could be destroyable if needs be, but it’d make another nice feature - Recon flies in, pings a target, steals some shields and lights up the minefields for the big boys to barge through unconcerned. Then it cloaks and buggers off to do the same again at Beacon B…
I would like more ‘Scout’ options on my recon ship, personally.
A module or passive bonus that vastly enhances your scanners would be great, as would a hidden ‘spy drone’ that could be placed somewhere in space and provides vision across a certain area. (Great for deploying on beacons and helping your team locate the enemy)
Perhaps deployable ‘traps’ in T3+ or something else. Covert Ops have Nukes, give Recons another toy. Perhaps an EMP bomb which destroys any enemy shields in range (but only shields - so it’s for support rather than killing)