some passive module Balancing issue

Pulses with no Curved Reflector, hardly even tickle a frigate, and when you have it your optimal is ~900m, Same for RFB, with no supernova, it hardly tickles hwy tanked ships. Inties a bit on strong side though, but they are no where near blatantly OP how a lot of people trying to make them look like.

In fact, most of the damage inties can do comes from the secondary weapon (except cov ops under orion)

 

Frigates and fighters have way more dps with the primary.

 

The main problem is that they are difficult to kill if you have an expert pilot behind. But give an average player an interceptor against a good frigate pilot and they will die in droves.

Only matter is that - Every regenerating modifier bonus comes in some %age value. So why this thing comes in a constant value ? which gives unfair bonus in different ship types.

 

What to do with discussion of different types of weapon damage & sensor ranges, interceptor kills frigates, fighters kill frigates, frigates kills frigates, doesn’t matter who kills who.

This should not be an inti vs frig thread  :01414:

 

The point is that an organized Frigball CANNOT be broken, even by an organized Ceptor ball (which would be the natural counter).

As the topic/suggestion about an PASSIVE modifier , so   I don’t understand what the point of organized or unorganized balls.

 

 

 

Working as intended. Regenerative coating is good for recon only. Somewhat on CO.

Then this should be in only CO module.

 

What about new Heavy Armor plates ? that will give 40 points resistance to all types of damage in cost of 2000 hull points. then everyone can use it for high resistance bonus, no ?

 

 

After a long period of complaining, they finally scaled Engineer heals so that Interceptors wouldn’t be immortal as long as they stayed within the auras.

 

This is no different. The healing factor should scale by percentage.

Hawx, then why engineers repair fixed points and not % of maximum or better yet % of missing shields/hull ? 

Make empire engineers even more immortal ?

After a long period of complaining, they finally scaled Engineer heals so that Interceptors wouldn’t be immortal as long as they stayed within the auras.

 

This is no different. The healing factor should scale by percentage.

So this thing also need to be fixed/balance.

 

Hawx, then why engineers repair fixed points and not % of maximum or better yet % of missing shields/hull ? 

Make empire engineers even more immortal ?

Because you’re comparing passive module vs active modules.

hmm, engineering fragots are always 1st target. no ? How about adding cooldown times on enggi active modules ?