Ship Modifier - Hull - Auxiliary Pylons

Once your secondary cartridge starts to reload, the auxiliary pylons come out. You can see on the bottom that your secondary cartridge is replaced by the auxiliary pylons. In the upper left or right of the slot you can see the number of seconds you have left until your secondary cartridge reloads and comes back into use. Auxiliary pylons do not stack like adaptive shields.

Damage Type - Explosive Kinetic/Coil Mortar characteristics
Damage Per Projectile - 400

Each Shot uses up energy.
Rate Of Fire - 10 per minute
Spread - Depends on your main weapon
Projectile speed - 2500 meters/second
Range - 5000 meters
No heat up

Upgrades go as follows

Damage increase > Projectile Speed > Range

cause 12 kinetic rockets with 80- sec reload are not enough. and even less cd in t5

cause 12 kinetic rockets with 80- sec reload are not enough. and even less cd in t5

 

Cartridge reload time is not affected by Rapidus II implant.

Auxiliary pylons do not stack like adaptive shields.

you mean like every other module there is…

so do i understand that right, you want an auxiliary rocket launcher while your rockets are reloading;

I’m confused by your feedback g4

first sentence: just curious why you say “like adaptive shields”

every passive module stacks (except the ones which have a passively triggered active spell, like EB)

so i was just confused, why “adaptive shields”

second sentence: trying to elaborate what your suggestion actually means: you mean its a module, which allows you to fire some rocket like shots, while your cartridge is reloading, right? so it’s a question.

g4b :wink:

first sentence: just curious why you say “like adaptive shields”

every passive module stacks (except the ones which have a passively triggered active spell, like EB)

so i was just confused, why “adaptive shields”

second sentence: trying to elaborate what your suggestion actually means: you mean its a module, which allows you to fire some rocket like shots, while your cartridge is reloading, right? so it’s a question.

g4b :wink:

 

just forget the adaptive shield part. it just doesn’t stack. it could be an multipurpose module but i ment it as a hull passive modifier.

hm, but i go right with the assumption, it’s like a temporary rocket launcher while your cartridge reloads?

 

 

Rate Of Fire - 10 per minute

Plot twist : When you use that your guns overheat for 6 seconds, so no main guns.

hm, but i go right with the assumption, it’s like a temporary rocket launcher while your cartridge reloads?

 

pretty much. if your cartridge still has some ammo then you can’t use the auxiliary pylons.

Isn’t that pretty much like the “cannon” like weapons some of the planes in WT have ?

I mean railguns that shoot 200rpm and cannon (like coil mortars) that shoot 20rpm ?

 

Also every patch SCon becomes more and more of a missile/mine spam. To such extend that having purple flares with 35 seconds cooldown does not even matter. Even if it was 10s (apart from activating the implant).
And you just want to add Alt-mode fire as a REWARD of you spamming and depleting your rockets.

Shouldn’t spamming missiles mindlessly without having to aim be PUNISHED by having cooldown or it should be REWARDED by giving you extra power?

I play another game. There timing is everything. And if I execute faster skill I interrupt yours, so you are punished and I start my chain combo.

You know what the devs did ? They gave 1 of the classes a trait/implant/talent that instead of punishing you gives them automatic critical hit after their ability is interrupted.

So, naturally people started failing a move on purpose, so their next move will be critical. 

 

Naturally the game lost over 30% of their population.
Instead of punishing for your mistakes you get rewarded.

It. Is. Just. Wrong.
Think about it.

Also to quote myself from another topic concerning missiles, cause I am too lazy to explain again why it was the better system :

 

The 0.7 system was best if you ask me. (iirc the one with only 1 missile slot and limited, bought separately missiles)
Then having flares did matter. You only have 6 guided missiles on your fighter no matter if you survive a full 12 minute game. Now providing you spam them and have no pylons you have ~18-30 (depending on how you spam them).

You see 5 missiles on you (octopus. and why not 8 ? octo-pus after all!) you use flare and the guy is like “Ffffuuuuuuu I wasted 1 of my precious swarm rockets !” 
Now ? - Meh … I will just spam my other 2 and in ~2 min I will have 3 more. 

 

Mapoko, the reload time of purple flares is 19.6 seconds (even T1).

16.something if you are crazy enough to go mp-reload.

it only uses 35 energy.

Just to keep the myths clean. That should not contradict your point, but I am still curious, why there are so many lemmings among veterans, running after the “flares are useless” BS.

I do agree with your point, except the 0.7 part, I do actually like the current missile mechanic, except a few exceptions.

Mapoko, the reload time of purple flares is 19.6 seconds (even T1).

16.something if you are crazy enough to go mp-reload.

it only uses 35 energy.

Just to keep the myths clean. That should not contradict your point, but I am still curious, why there are so many lemmings among veterans, running after the “flares are useless” BS.

I do agree with your point, except the 0.7 part, I do actually like the current missile mechanic, except a few exceptions.

Flares are not useless, the problem is that usually, they are rather low in the priority list. Considering they don’t help about the most damaging missiles, which are the mines, rockets and torpedoes, and that most of the time they will take the place of the repair module… well, they are just not worth the slot.

 

In fact, they are only worth to use in an interceptor with the Fed 8 implant because of the recharge time.

 

Concerning the proposed module, I don’t think it will be balanced. If you want to spam rockets, you already have the pylons.

 

ATM the missile system is well balanced imho. Don’t fix what isn’t broken.

Sorry to everyone that I in fact said flares are useless. They are not, but they are outshined by pretty much most of the other options. In fact I use flares on my DE, because nowadays you have to save your CR for more critical situations.