Suggestion: Missiles rework

Engineers already have too little active module slots.

 

That is true. What i find unnecessary is that we have separate shield and hull healing modules. Those two should be combined, so we have an aura and a station that heals X shield and Y hull per second, and then we have the warpgate, the shield wall and this ammo station. Would be nice.

Other solution is that we remove shield charging from the engineer’s repertoire, and just give shields a totally different way of working.

  1.  What i find unnecessary is that we have separate shield and hull healing modules.

  2.  Those two should be combined, so we have an aura and a station that heals X shield and Y hull per second, and then we have the warpgate, the shield wall and this ammo station. Would be nice.

  3.  Other solution is that we remove shield charging from the engineer’s repertoire, and just give shields a totally different way of working.

 

  1.  Yes, I agree.  Especially when people forget to turn one of them on for some reason…or both >.<

 

  1.  That is an excellent idea.  However, it would need to consume the same resources from the engie and provide slightly less healing to the team to compensate for the free slot gained by the merger.  Could be very nice, though, I agree.

 

  1.  No.  Engies should heal shields.  There is no reason to remove this.
  1.  No.  Engies should heal shields.  There is no reason to remove this.

 

There is, if shields work differently. For example if after a couple seconds of not taking a hit they jump to max, you don’t need regen. Or some other mechanism.

There is, if shields work differently. For example if after a couple seconds of not taking a hit they jump to max, you don’t need regen. Or some other mechanism.

would make ceptors gamebreaking

Lol

There is, if shields work differently. For example if after a couple seconds of not taking a hit they jump to max, you don’t need regen. Or some other mechanism.

u realize that an ECM can just use MEF and regen its shield to max while its being attacked since during MEF its a long time and if u say that the shield jumps to max after some time of not getting attacked then ECM would be OP

That is true. What i find unnecessary is that we have separate shield and hull healing modules. Those two should be combined, so we have an aura and a station that heals X shield and Y hull per second, and then we have the warpgate, the shield wall and this ammo station. Would be nice.

 

  1.  Yes, I agree.  Especially when people forget to turn one of them on for some reason…or both >.<

 

  1.  That is an excellent idea.  However, it would need to consume the same resources from the engie and provide slightly less healing to the team to compensate for the free slot gained by the merger.  Could be very nice, though, I agree.

 

Rather than remove the shield/hull-only module, would it be better to have the combined module alongside the shield/hull specific modules? An engie could pack weaker heals but stronger attack buffs and support the assault.

 

As for warp gates… no way in hell I’m gonna use that thing again, considering it’s crappy cooldown. Static barrier also seems pretty worthless to me; it hinders me more than it helps me. 

There is, if shields work differently. For example if after a couple seconds of not taking a hit they jump to max, you don’t need regen. Or some other mechanism.

 

Bah!  That would encourage cowardly gameplay from a faction that would never embrace such morals.  The Jericho, according to lore, are vicious and relentless in their hatred for the Empire, and modest amounts for the Federation.  They would seek to destroy instead of hide.  Just saying, the devs are unlikely to impose such a mechanism due to how it simply does not correlate with the meta.

An engie could pack weaker heals but stronger attack buffs and support the assault.

 

Essentially the role of the command ship with hull/shield resist buffs and damage buff.

 

*Sorry for double post.

Without missile, I don’t think a recon can outdps the regen of an ingi. Recon need their missiles… Or they are support only.

When you respawn, it’s a complete new ship (the new one as been destroyed). So if you want a more realistic set up, you won’t be able to fly the ship twice (like in beacon capture) or you get a reset for all the cooldown and a refill of ammos. Ah, and also, put a limited ammunitions for main weapon too. The cartridge / battery is not unlimited due to space in ship. And carburant energy too. And shield drain energy continuously to work… It could be ok if you’ve got a mother ship / space station in each game where you can make pit stop.

 

imo, Star Conflict is not a “realistic” simulation of what imaginary space battles might be… It’s much more like an arcade fast paced game.

would make ceptors gamebreaking

 

You can always tweak the numbes. Remember, back then everyone healed the same. Now inties only heal 50%. Anyway, it was just an idea to make shield regen irrelevant. But my combined idea is still looks better.

 

Lolu realize that an ECM can just use MEF and regen its shield to max while its being attacked since during MEF its a long time and if u say that the shield jumps to max after some time of not getting attacked then ECM would be OP

 

ECM can use MEF and capture beacons. So what? In a 1v1, ECM pops MEF, he gets his shield up, you get your shield up, everything is reset. In teamfight an ECM’s shield is not a major concern. Also, you could calculate attacks on MEF as attacks, not just attacks that do damage.

 

Rather than remove the shield/hull-only module, would it be better to have the combined module alongside the shield/hull specific modules? An engie could pack weaker heals but stronger attack buffs and support the assault.

 

As for warp gates… no way in hell I’m gonna use that thing again, considering it’s crappy cooldown. Static barrier also seems pretty worthless to me; it hinders me more than it helps me. 

 

Or imagine a Styx with heal, station and two multipurpose. The horror.

 

For myself I only used warpgate in T2, never used barrier (it’s more of a PvE thing, and I don’t play that). But if someone wants it, it’s there. Also, we still have 5 modules for 4 slots, so I think it’s fine.

 

Bah!  That would encourage cowardly gameplay from a faction that would never embrace such morals.  The Jericho, according to lore, are vicious and relentless in their hatred for the Empire, and modest amounts for the Federation.  They would seek to destroy instead of hide.  Just saying, the devs are unlikely to impose such a mechanism due to how it simply does not correlate with the meta.

 

Hmm, didn’t thought about it this way. Please allow me to commit seppuku, I’m a disgrace to the Jericho master race. Or just brainwash me so I won’t have these sinful thoughts.

I like it. But I’d also like to have multiple missile types again. Instead of having to stick with just EM, Therm, Kin, you could use EM+Kin or Therm+EM. Like Cruise missiles and EM Torps.

:003j:

 

The good ol’ days.  I sucked in those days…

What is with all the Necros lately???  :fed013:

It’s captdarkfox. We need to cut off his fingers.

It’s captdarkfox. We need to cut off his fingers.

Hey, at least he stopped triple posting.

You know I kinda like the idea of the Engineer being a Healer and the supplier…

 

So if you run out of missles… .run back to the nearest engineer and replemish.   Though an engineer can heal upto 3100 K range

For restocking purposes use in the same premise as the DRONE Heal which mean the engineer has to press F and the recieving ship has to be close by. :fed001:

So long as we’re all necro’ing then I may as well contribute.

 

So I’m assuming the suggestion has now changed to the original missile system now (multiple missile types, limited ammo)? Then why not allow for having the multiple munitions at a time back as well (switching I think was bound to z or x). Now I’m not saying to bring back the old munitions, just the current ones with the ability to switch between them in battle.