Special Ability Modifiers

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.

 

Oh god. 6 seconds? It’d be like fighting an ECM from 10 km, but with 9 second ion cooldowns instead of 30.

… I’ll go ahead and assume you’re not thinking about having 6 second stasis with 9 second reload.

 

If the disintegrator stuns at all, it ought to have at the very least cooldowns comparable to equivalent ECM modules. Lower would be alright, seeing as an LRF can’t hit every target they try to snipe, but not three times faster.

… I’ll go ahead and assume you’re not thinking about having 6 second stasis with 9 second reload.

 

Stats are all theoretical.

 

I meant for the Warden ion disintegrator to have a really long reload, minimal damage, but instant disabling effect. Longer reload than ECM, but slightly more effective with a focus on a single target ship, rather than a massive AOE like ECMs.

Stats are all theoretical.

 

I meant for the Warden ion disintegrator to have a really long reload, minimal damage, but instant disabling effect. Longer reload than ECM, but slightly more effective with a focus on a single target ship, rather than a massive AOE like ECMs.

 

Ah! So, stasis or metastable kinda deal? Cooldowns on those are relatively long, so sitting back and sniping wouldn’t be an option any more. If you put a long cooldown, shortish stun, lower damage, and probably lower range and higher projectile speed to compensate for the long cooldown, it might just work.

I’d l

I’d love to see the old faction modules back. That would be epic. And I would also love the range bonus back. Torps didn’t used to cap distance at 10km. They used to fly way further.

We like the idea given in the suggestion, but we are afraid that it might be a bit too complicated for players at this point.

Perhaps a bit later.