Before my module suggestions I would like to suggest a tweak to the current jericho long range frigate module, guided torpedo.
With the changes of the last patches, mainly the new abilities, the guided torpedo gained alot of disadvantages while not getting any advantages, specifically compared to its federation counter part’s desintegrator.
comparing the two, and I’ll mark the new advantages/disadvantages from the patch:
<Desintegrator>
advantages:
-2k more range (assuming its a straight line to target, its easily more as the torpedo needs to maneuver within its fuel range to hit targets)
-more single target dps, especially at long range
-near instant travel speed
-can squeeze in more shots per long range module (due to module duration and shot reload time)
-cannot be prevented or countered (there are no modules that can negate you hitting your target)
disadvantages:
-cannot hit from/in cover
-no aoe
<Guide Torpedo>
advantages:
-AoE dps
-Can attack from/in cover
disadvantages:
-can hit friendlies
-2k+ less range (maneuvers inside its radius effectively decrease its range)
-Significant less single target dps (due to travel speed/reload time)
-has less torps affected by long range module
-can be prevented 100% long term with a wide radius of protection
so even before patch torpedo had the least advantages and the most disadvantages, now the torpedo has less potential blast radius, its actually not as good as a aoe ability, tho granted still a good aoe ability for PvE scenarios, while still having much less single target dps AND being potentially completely negated.
you can literally spend 30s to a minute firing 2-4 torpedos that will hit nothing, while a desintegrator fires 8-10 shots without them being negated, not to mention that the damage boost long range module will obviously get more damage per use on the desintegrator than the torpedo, due to significantly more shots fired during its duration.
suggestions to tweak it:
1- (what I would find cooler) make the ability work like 2 extra missile slots, as in you press the missile switch button to select it, the special module button to toggle between two different torpedoes, and mouse 2 to fire it.
the first torpedo type would be a single target (very small blast radius) faster, more maneuverable and shorter range (4-6km).
the second would be the normal aoe torpedo like it is now, with a speed increase and blast radius increase, prly a damage decrease of 10% or so to compensate (to improve long range capability to be more on par with the desintegrator)
2- keep everything like it is but either increase damage, by at least 20%.
3- give suggestions, cuz I don’t think this module is on par with the others, it wasn’t then, and it surely isn’t now.
<Anyhoo, new modules suggestions >
Long range:
-EM Charge
your next Desintegrator shot or Guided Torpedo will disable any who it damages for 3s
-Holo-Decoy
deploys a device with 100 hull that projects an image of your ship, and fires at the closest target for 0 damage
-Interceptor drones
launches small drones with X(no idea how much would be fair, since they would be small and nimble, hard to hit) life that will fly towards your target and attack it until destroyed or out of power (duration 30s or something)
Engineering:
-Hull Probes
deploy probes that will repair nearby ally ships
-Drive Probes
deploy probes that attach to the engines of nearby allies that increase their base and afterburner speed by 50%
-EM pulse
Charges an EM pulse that disables all ships in a X radius, including your own and friendly ships for 3s
Guard:
-Self destruct
like we already have for other ships
-Recall
micro warp towards the nearest ally under attack up to X km
-Ramming Speed
your ship will do (X base damage * Y speed) collision damage for Z seconds
ECM:
-Sensor scramble
will make all enemy ships sensors consider every friendly ship hostile in a X km radius
that’s it for now, if anything is OP, just think about a tweaked version of it