Sniper/Torpedo Active Modules Should Also Be In Passive Mode

Sniper/Torpedo active modules:

Weapon Overcharge and Tachyon Charge should both be in passive mode.

 

Rank 15 Mark 4/5 module examples:

 

Current description:

Weapon Overcharge: Increases disintegrator or guided torpedo damage by 30% on the next shot within 20 seconds. Disables Tachyon Charge.

Tachyon Charge: Accelerates the next disintegrator volley or guided torpedo by 143%. Cancels Weapon Overcharge.

 

Planned description:

Weapon Overcharge: Increases disintegrator or guided torpedo damage by 30% on the next shot. Passive mode deals +10% damage with each shot.

Tachyon Charge: Increases the next disintegrator volley or guided torpedo by 143%. Passive mode grants +41% speed with each shot.

 

In passive mode there is no penalties for both modules, but there is a penalty, if you use both active ones. One of them cancels the other!

May i add this too, if you enter the special module via F button, you can scroll between those two modes up or down. But on the other hand i barely play those modules, are they used much these days?

Absolutely not! Especially double benefit from those should never be existing.
@Orca: They have a use. Speed for torp/int to even catch fighter/inties.
Damage for destroyer/frigates. Can be handy.

This would only really benefit imperial lrf, since the jericho lrf torp reload time is almost as long as the module cooldown. I also dont want to fight lrf with a permanent 40% projectile speed buff. Poor fighters.

Slightly less of a buff than actives provide of course, thats how i understood it. It’s a bit iffy but i rarely use those modules, i also fight with lrfs instead of sniping soo that may be the cause lol

On 3/1/2017 at 3:12 PM, ORCA1911 said:

Slightly less of a buff than actives provide of course, thats how i understood it. It’s a bit iffy but i rarely use those modules, i also fight with lrfs instead of sniping soo that may be the cause lol

Please, forward my suggestion. You understood perfectly.

I think i added it some time ago, the list is loooong.

As LRF pilot I can not agree with this, it would cause balance issues. We have too many LRFs on the battlefield already.

Too many bad LRFs maybe. Especially in beacon matches. But yes, in the hands of a good sniper this would probably be OP.

Would be nice to have some passive LRF mods though. Maybe cloak passive decreases the range you can be seen from on sensors? Like 20-30% visibility range reduction.

I had to say no, i disagree. The duo scatter field/ reverse jump makes them really good and annoying as frak. Making passive tachyon charge and overcharge would make that even worse. Imagine a gargoyle buffed with those passives… or a mauler. Or my lovely basic ArchDragon

Would it be still considered a OP buff if you take away their actives and put them as passives with 25-50% capabilities actives had?

For damage sure.(except edge cases)
For speed it depend more on the target/your playstyle. Mean active = inty/figther/distance and passive for the rest.

There is just no way to implement an active into a passive with the 100% of functionality, nobody is that crazy.

I’m not talking about 100% efficiency. Just about being 20% or so for the passive. But even that is over time better(except edge cases) as the active.

So hitting a destroyer 5 times with the 20% passive is the same as hitting 5 times with the one time only active hit bonus of 100%. Both cases result in 600% damage

I still think that there is no harm in doing a thing like this.

With the active you may miss the boosted shot(especially the damage booster) and then you have a CD. While the passive give you the same benefit and less penalty if you miss.

The speed is as I said a case sensitive one.