this forum post is to address many problems with in mods themselves. Primarily active and passive modules.
Weapon Boosters
Should not have penalties on them, but their bonus amounts should be reduced.
Should be passive
Should become stackable.
Example
Increase weapon damage by 7.5%
Decreases weapon spread by 10%
Increases charge speed by 25%
Changes damage type to X, increases charge speed by 2%
Sheild/Hull Repair Mods
Repair mods are undependable. it needs to be changed to be more dependable. the best way of doing this is the following (there two be two types of shield regeneration)
A instant regeneration mod, with higher cool down.
A regeneration of time effect, that consumes moderate amounts of energy.
Examples
(Self Shield Regeneration mods)
Instantly Regenerates 50% of shields, 25 second cool down. costs 95 energy
Regenerates 7% of shields a second, for 15 seconds. 5 second cool Down. costs 10 energy a second.
(Self Armor Regeneration Mods)
Regenerates 7.5% armor a second, costs 18 energy a second. No Cool Down.
Regenerates 50% armor over 6 seconds. Each tick costs 50 energy. No cool Down.
(Aoe Regeneration Mods)
Regenerates 5% of Armor a second. Costs 25 energy a second. No cool down
Regenerates 4.5% of shields a second. Costs 25 energy a second. No cool down
Electronic Warfare modules
Webifiers (Slow)
Should be changed to 35% Slow (minimum) up to 65% Slow (Maximum) Range should be decreased to 3.5k max Costs 12 energy a second to run.
Weapon Dampeners
Range increased to 6.500m, Reduction increased to 30% (minimum), up to 75% (Maximum). costs 15 energy a second.
Passive Mods
Armor increased by 25%, up from 3.5+
Shield Increased by 25%, up from 3.5+
all resistance mods Increased to 50, up from 20
Add an all resistance mod for 35 resistance.
Shield regenerate lowered, from 70-100% to 45%-65% (this is to balance the other repair changes).
More to come soon.