1 hour ago, Flash0914 said:
So this games worst (and mostly by the devs completely ignored) problems are:
[Focusing Laser] + [Magnetic field disruptor]
[Energy Leak]
[Deconstructor Cannon] (still waiting for further nerfs)
[Quantum Defence] (Like seriously, going upunished for full burst launches, because a 5 seconds invinvibility is just insane)
It’s not only “Ignore”, it’s Ignore and “Remove”
Thermal Energy Burner damage before it’s become out of control.
Object NY18 needs to be Nerfed, especially its “special module”, the remove/immune to negative effect should not ever ever be present on Guards with such a low cooldown.
The Energy System Destabilizer ( you named it “Energy Leak” I think) needs to see its range rebalanced accordingly to other Guard’s modules (around 2000m)
Missile Swarm’s Energy Cost is way to high compared to its other stats, we are talking about a “750” Energy Point per use module with a 45 seconds CD for a Rank 17.
Considering the ship it is linked too : “T-Rex Mark II” with a base capacitor of 1492 Energy Point, It’s more than 50% of the base Capacitor of the Guard. (50.2% of Stock Base T-Rex Mark II)
I think a lot of the new Engineer’s Modules also suffer from high energy consumption.
There is a lack of Anti-Control tools while more and more tools to control are introduced into the game. And the Degressive Effect on Cumulative/Chain Control does not apply fast enough.
The Remote Detonator needs to only deal a percent of the missile slot’s damage. Loosing a missile ammunition or the whole Cartridge is already penalizing enough by itself. Some Missile Carrier builds are just suicidal cause of this.
There also is a problem with the abuse of Rank 6 or lower with the Focusing Laser. That’s not even to use the Locked Low Rank Module like the “Protector Torpedo” / “Reserve Energy Circuit” / “Trampoline” but just to abuse the Low Rank Buff on an already imbalanced weapon. The system is nice but is also greatly amplifying imbalance.