What I am about to propose may make absolutely no sense whatsoever or may be so overpowered it will just be a completely farce set of modules, but I’m going to suggest it because I think it will be fun. I’m just going to jump into the idea…
Static Signal Probe (IV-V)
Type: Active Combat Module
Group: Recon Modules
Ship Type: Interceptor (Recon)
Energy Consumption: 60 en.
Recharge: 75 sec.
Deploys a signal probe that disables every enemy ship within a 2000 m. radius from locking targets for 15 sec.
Shockwave (IV-V)
Type: Active Combat Module
Group: Command Modules
Ship Type: Fighter (Command)
Energy Consumption: 158 en.
Recharge: 80 sec.
Blasts all ships within a 800m radius away from the host ship by 400m.
Emergency Reload (IV-V)
Type: Active Combat Module
Group: Long Range Modules
Ship Type: Frigate (Long Range)
Energy Consumption: 435 en.
Recharge: 120 sec.
Increases the Disintegrator’s rate of fire by 75% and is disabled after the Disintegrator is fired. Cannot be combined with Weapon Overcharge or Tachyon Charge.
What I am about to propose may make absolutely no sense whatsoever or may be so overpowered it will just be a completely farce set of modules, but I’m going to suggest it because I think it will be fun. I’m just going to jump into the idea…
Static Signal Probe (IV-V)
Type: Active Combat Module
Group: Recon Modules
Ship Type: Interceptor (Recon)
Energy Consumption: 60 en.
Recharge: 75 sec.
Deploys a signal probe that disables every enemy ship within a 2000 m. radius from locking targets for 30 sec.
Shockwave (IV-V)
Type: Active Combat Module
Group: Command Modules
Ship Type: Fighter (Command)
Energy Consumption: 158 en.
Recharge: 80 sec.
Blasts all ships within a 800m radius away from the host ship by 400m.
Emergency Reload (IV-V)
Type: Active Combat Module
Group: Long Range Modules
Ship Type: Frigate (Long Range)
Energy Consumption: 435 en.
Recharge: 120 sec.
Increases the Disintegrator’s rate of fire by 75% for 4 sec. and is disabled after the Disintegrator is fired. Cannot be combined with Weapon Overcharge or Tachyon Charge.
number 1 like, the blinding time could be nerfed a bit but not OP as other classes have this ability (especially long range hot damn)
number 2 is a good idea but i don’t see much use unless it’s to get a Plas’Marcing CovOps awayfrom you (and prolong your suffering). Literally 100% of ships can lethally damage you from +800m
number 3 is great, but I fear it’ll be abused. one disintegrator shot is bad enough, imagine that spawn camping asshat getting two shots off on you and sitting there all smug
number 3 is great, but I fear it’ll be abused. one disintegrator shot is bad enough, imagine that spawn camping asshat getting two shots off on you and sitting there all smug
Why else wouldn’t I say make it use xxxx loads of energy and give it a long xxxx reload time?
Why else wouldn’t I say make it use xxxx loads of energy and give it a long xxxx reload time?
Sniping LRFs dont care about energy
Also, seems pretty useles to jeri torp; that module doesnt combine with tachyon, so torp will be pretty slow, therefore it would need to explode really close (2km?) to fully get that 75% cd reduction effectively used.
First module was something I had suggested a while back, I support this one as well.
Second module seems a little unnecessary. Cool, but unnecessary. It would also make gameplay a little worse rather than better - things like the pulsar are how to get ships away from you, using a damage or debuff based deterrent rather than literally pushing them away.
As for the third module, this lets you get off an extra round or two? Interesting idea, but the weapon overcharge pretty much does the same thing by increasing the damage of a shot, with a few multi-target case exceptions. Not sure if it’s worth the work involved to add a module for this effect, plus after a point, having that many modules that cancel each other out and clutter up the module slots seems unnecessary. I’m not sold on this.
Also, seems pretty useles to jeri torp; that module doesnt combine with tachyon, so torp will be pretty slow, therefore it would need to explode really close (2km?) to fully get that 75% cd reduction effectively used.
What you said about energy is absolutely true, however will still hinder the ability to use another module straight after using the one suggested. What you said about guided torpedoes is irrelevant to the Emergency Reload, however if there’s a buff that would suit the idea, I’m happy to support that sort of thing.
As for the third module, this lets you get off an extra round or two? Interesting idea, but the weapon overcharge pretty much does the same thing by increasing the damage of a shot, with a few multi-target case exceptions. Not sure if it’s worth the work involved to add a module for this effect, plus after a point, having that many modules that cancel each other out and clutter up the module slots seems unnecessary. I’m not sold on this.
This module is more about thinking with the mindset of dreadnoughts and torpedo defense specifically, or alternatively about taking on a target and hitting twice with a disintegrator as opposed to just once, then confusing the targeted player into thinking they are being focused by two targets as opposed to just one. This would also offer a good alternative to the Weapon Overcharge module, but would be significantly more expensive and tougher to appropriately use for the more “amateur” Empire Long Range Frigate class pilot.
What you said about guided torpedoes is irrelevant to the Emergency Reload, however if there’s a buff that would suit the idea, I’m happy to support that sort of thing.
I completely disagree: use a T5 torpedo without tachyon charge and fly it 10km, i grant you for sure that you will have the next torp reloaded a few seconds before first torp reaches 10km.
Increases the Disintegrator’s rate of fire by 75% and is disabled after the Disintegrator is fired. Cannot be combined with Weapon Overcharge or Tachyon Charge.
Obviously firing off a Tachyon Charge and having an Emergency Reload suited to a new Guided Torpedo isn’t what the developers would have in mind for challenging gameplay; however, an entirely different type of buff would be, _e.g. _blast radius buffs. Sorry I didn’t make that quite clear in the last post… I don’t support the idea of a Guided Torpedo firing off at rapid fire (lol).
Obviously firing off a Tachyon Charge and having an Emergency Reload suited to a new Guided Torpedo isn’t what the developers would have in mind for challenging gameplay; however, an entirely different type of buff would be, _e.g. _blast radius buffs. Sorry I didn’t make that quite clear in the last post… I don’t support the idea of a Guided Torpedo firing off at rapid fire (lol).
Any LRF module works for both empire and jeri LRF, and since i love jeri LRF i had to defend it…seems another effect should go for jeri torp as you say. If i come with any decent idea ill post it here