Special Ability Modifiers

Back before the class update, ships belonging to different sub-factions had different variations of their special abilities. Imperial disintegrators did more raw damage, while Warden disintegrators did burn damage over time at the cost of raw damage. Armada cloaks lasted for a whopping 24 seconds, while Vanguard cloaks lasted for only 15, but weren’t disrupted by pulsar damage.

 

Suggestion:

 

Allow players to craft unique sub-faction-variant special abilities, similar to ones that used to exist in game, and new ones that have never been seen before. Each class will still be limited to their specific type of ability. These special ability modules would be tier-less and swapable between different ships of the same class. Each blueprint would only produce one special module.

 

 

What special variations would you like to see?

Warden combat drones serve as temporary AMS upon activation.

Legion combat drones are more resistant to blast damage.

Armada combat drones deal more damage.

Vanguard combat drones fix hull upon activation.

Armada Phase Shield gives a speed buff instead of a damage buff.

Legion Diffusion Shield lasts longer.

Techs Diffusion Shield negates controlling effects.

Raid ODG Chameleon lasts longer.

Armada ODG Chameleon gives a speed buff while active.

Raid Guided Torpedo has a more persistent radiation cloud.

Armada Plasma Web deals EM damage.

Techs Plasma Web burns energy.

Wardens Disintegrator burns energy.

Legion Overdrive triggers a temporary HP recovery effect.

Wardens Overdrive negates controlling effects.

Armada Overdrive gives a greater speed buff.

Vanguard Overdrive triggers a temporary Adaptive Shield effect.

Legion Tachyon Cocoon (yes, I know) has a longer warmup time before detonation.

Raid (I’ll stop now) Metastable Field gives a longer-lasting stun upon detonation.

Legion MWD triggers an instantaneous decloaking effect within a 1 kilometer range upon arrival.

Wardens MWD jumps for 13 kilometers (not including post-MWD momentum), but cools down longer.

Vanguard MWD gives a temporary sensor range buff upon arrival.

 

 

Am I a bad person?

Wardens Overdrive negates controlling effects.

 

That’s too much, and even more on Empire Gunships. No controlling effects for more than 10 seconds it’s just absurd. Well buffing Gunships in even the more sightly way is absurd.  :sad:

That’s too much, and even more on Empire Gunships. No controlling effects for more than 10 seconds it’s just absurd. Well buffing Gunships in even the more sightly way is absurd.  :sad:

and then there is E14 implant…

If I remember correctly, we used to have differents “Special Modules” linked to the Subfaction pre-0.7.X.

 

And I also remember that some of them were completly broken :smiley:

 

AKA : DESINTIGRATOR BURNING ENERGY ! / ANTI-MISSILE DRONES ! / Resistance buff Overdrive ! ectect

 

That was a little bit “Unbalanced” at this time xD

and then there is E14 implant…

 

But it works once per spawn, and you can’t time it, it’s when you lose your shield, if you could get that every time you Overdrive.

I am not arguing that immunity on overdrive would be blatantly OP.

Regarding E14 implant, in Sec Con, once is more than enough to gain huge lead for your team if utilized well within a squad, that is pretty much what most of Russian Sec Con teams tries to do. 

That’s too much, and even more on Empire Gunships.

 

I guess that officially makes me a bad person. Not even energy drain immunity would do, I suppose.

 

If I remember correctly, we used to have differents “Special Modules” linked to the Subfaction pre-0.7.X.

 

And I also remember that some of them were completly broken :smiley:

 

AKA : DESINTIGRATOR BURNING ENERGY ! / ANTI-MISSILE DRONES ! / Resistance buff Overdrive ! ectect

 

That was a little bit “Unbalanced” at this time xD

 

That is indeed true. Back then, I thought Legion was master race. Now it’s so much different.

I am not arguing that immunity on overdrive would be blatantly OP.

Regarding E14 implant, in Sec Con, once is more than enough to gain huge lead for your team if utilized well within a squad, that is pretty much what most of Russian Sec Con teams tries to do. 

 

Well I use it myself for obvious reasons. Fortunately most people prefer the cloak… so it’s easier to kill them.

 

 

I guess that officially makes me a bad person.

 

Yes you should think what you have done.

Crafting this in invasion don’t seems to be a good idea. Special modules a supposed to be unremovable. But make those things back, why not. I would implement it by a “tweaking” to the ship. You won’t be able to craft it, but would have to max out the ship synergy to have the access to it.

Crafting this in invasion don’t seems to be a good idea. Special modules a supposed to be unremovable. But make those things back, why not. I would implement it by a “tweaking” to the ship. You won’t be able to craft it, but would have to max out the ship synergy to have the access to it.

Interesting… I like this suggestion.

 

Considering the lack of challenge of farming crafting compounds, these so-called modifiers should all have drawbacks. If the drawback is as interesting as the benefit, this could greatly improve the number of possible builds. I like the idea of making them related to factions and the tierless stuff. A gunship’s overdrive aimed at improve their defensive capabilities instead the offensive ones may be interessting.

 

But they must be balanced with the raw ones. Improving diversity, promoting weird combinations. IMO they should not reward for the (hopefully low) farming time by a raw advantage.

 

Gunship defensive overdrive draft :

 

Damage boost remains.

Rate of fire boost becomes shield resist.

Cooling bonus becomes debuff immunity.

Rotation boost become strafing boost…

 

Or only one of the previous items. I would like to know more about previous experiences with theses modifiers… Please light my (Prometheus) fire !

I’d like the old (pre-0.7.#) modules back.

Like a jerry torp that could reach 20km.

Tech Guided Torpedo- Replaces Thermal AOE effect with a warhead that fragments into a cluster of unguided rockets that deal Kinetic damage. The larger the target, and the more warheads that hit, the more overall damage. ‘F’ key causes the torpedo to fragment while in flight.

 

Tech Guided Torpedo V2- Replaces Thermal AOE effect with a warhead that fragments into a Kinetic AOE shrapnel cloud. The faster an enemy ship travels through the shrapnel cloud, the more damage they take.

 

Raid Guided Torpedo- EM damage torpedo that does not explode into an AOE, but strips shields and drains energy upon direct hit.

 

Armada Repair Drones- Identical to standard repair drones, with one exception. Using the ‘F’ key recalls the drones inside the ship to keep them safe from explosions. Hitting the ‘F’ key again sends the drones back out. They do not mass repair.

 

Vanguard Repair Drones- These do not repair the player at all. Instead they continually fire at enemies like attack drones. Using the ‘F’ key causes them to overdrive and deal double damage for 8 seconds before being destroyed.

 

Legion Disintegrator- Upon direct hit, burns target for 6 seconds, preventing them from cloaking.

 

Warden Disintegrator- Deals EM damage 1/4 of current damage. Upon direct hit, completely disables target ship for 6 seconds. Takes 3x longer to reload.

I like more variety for the special abilities but it should be available to everyone. 

As we dont have enough to grind right now.

I would have switch faction for your two torpedoes.

 

And stunnig disintegrator ? Ok for 3000 damages… It’s game-breaking if you can two-shot stunned a frig.

 

BladeOfShadow : if the grinding/harvesting time for one modifier is low but there’s many of them, it could efficiently populate the open world. Besides, specific ingredients may be use to populate clustered regions of the map. If the balance between the time needed to get them all and the time needed to get one is well, we could target-grind some ingredients in a user-friendly, non-corean, way and it will allow some for long long grinding, and that’s good for gaijin’s buisiness.

Crafting this in invasion don’t seems to be a good idea. Special modules a supposed to be unremovable. But make those things back, why not. I would implement it by a “tweaking” to the ship. You won’t be able to craft it, but would have to max out the ship synergy to have the access to it.

How about you can’t switch your special module with a different one till you max out the ship instead and it is accompanied by a credit fee when you do?

 

*Double edit: How about this one?

                      Tech Guided torpedo has a longer range (12000m?) but has no radiation cloud

 

-also with the alternate torps perhaps have the radiation torp have the old orange trail aswell and the tech torps that I suggested has the actual torpedo with the small bloom effect (like before the current version but less intense)

I would have switch faction for your two torpedoes.

 

And stunnig disintegrator ? Ok for 3000 damages… It’s game-breaking if you can two-shot stunned a frig.

 

What are you talking about? The three torpedoes are only named after the Jericho sub-factions. There would be no need to go swapping faction contracts or anything like that… Unless you are simply saying you haven’t leveled up any of the Jericho ship tree. Which would be your own fault.

 

And no, you missed the point on that one too. The Warden Disintegrator would function more like an Ion cannon. It would disable on the first shot, but deal reduced overall damage. Also edited in a longer reload time to keep enemies from being stun-locked.

I’d like the old (pre-0.7.#) modules back.

Like a jerry torp that could reach 20km.

 

Or the old Vanguard cloak that ignores damage.

 

Personally I’ll like more variety in the special abilities, but they’ll have to be relatively easy to access, and shouldn’t provide bonuses without some kind of shortfall as well. All in all the ‘modified’ abilities should be roughly be balanced with the original.

Sorry SoldierofFortune, we misunderstood.

 

I was just talking about the game’s lore :

  • Tech build Jericho’s Command and Guard, they are good at making shields. So the shield-disrupting torpedoe would be rather Tech than Raid IMO.

  • And Raid builds railguns… More debattable. Your kinetic torpedo may be Tech (shrapnel canons) or Raid.

 

About the balance of a stunning disintegrator, it may be cool if the weapon is dealing only or mainly damage over time. But yes, you are aware or the potential power of this toy. :fed001:

 

I would actually play more empire LRFs if we can customize the disintegrator. It’s the variant I like the less : I feel bored when I play them.

 

 

PS - I’m still craving for more trivia about the pre-0.7 modifiers.