T2 intys: too many modules, not enough slots

(Can’t post in Q&A so I’m posting here)

 

I’m mainly a tackler and frigate (all three types) player, and of late I decided to try out intys. ECMs were pretty fine, but when I tried the recon, I realized that there’s too many modules to choose from, and not enough slots to equip all of them. (The same goes for covert ops, though I haven’t got myself a T2 covert ops to try out yet.)

 

(BTW, I tend towards more supportive and defensive play. I fly my tackler mainly to kill inty bomb carriers in detonation, or go for hit and run tactics against engies/guards/command fighters. I’m playing my engie as a support ship with heal auras and providing some support fire. My guard frigate is ironically my most offense-oriented ship.)

 

 

For recon, I’m stuck between parasitic remod and micro-locator. I don’t really know how to make full use of the former, so I usually use the locator even though I’m not sure how useful it really is and how to best employ them to help my team. For covert ops, I like the way the white noise jammer works, but I’m not sure if its usefulness will outweigh that of the orion or plasma arc module (I have to drop one of them if I want the white noise jammer).

 

(Also… I got the hawk, but I kinda prefer the bonuses provided by Imperial recon intys. Any suggestions about which is better?)

 

For T2 recons the Dwarf 2 is very very nice. The large missile slot giving a minefield is a major plus because when you warp to a beacon unsupported, if another recon also warps there to oppose you, dropping mines will usually win the beacon for you, and might even blow away a few more interceptors that come after you cap it. Don’t drop your mines if you’re facing impossible odds or the rest of your fleet isn’t far behind, wait to drop them when it’ll make the difference between you capping or not. Add to that the range bonus on recon modules means you can spy drone stuff out to 6k and your micro-locator has an actually useful radius.

 

I fly what I call a “combat” recon fit, so I go for the parasitic remodulator.

My stock fit for for T2 is a short range weapon such as RF plasma + Phase Remodulator, Spy Drones, Parasitic Remodulator.

You can warp to and kill LRFs pretty easily. You can debuff and deal a lot of damage to Engineers, though you’ll take some time to score a kill on one because even with their regen nerfed it takes a while to get through their buffer. Circle round and go for engineers at the back, and if someone arrives to support them cloak and gtfo. You’ll handily kill tacklers in this since the phase remodulator breaks tackle modules. You can engage other inties ok, and while you’re technically at a disadvantage against covops and ECM, it’s small so will probably be eclipsed by pilot skill anyway

T2 Recons and ECM modules are fine. Not too many, they give you the options you need to be efficient at what you do without involving a lot of end-game material. CovOps, however, those are overwhelming, even in T3s. They really don’t need the Self-destruct module, at all, considering ALL ships can do it and that still leaves them with 4 modules in T2.

 

All ceptors go from 1 module in T1 to 3 modules in T2, to 4 modules in T3. CovOps go from 1, to 5, to 5. Not unbalanced enough for you?

 

@Binky: Oh, you sneaky bugger, I do that too all the time, though I’m always an xxxxxxx and just drop a Minefield and a Mine right on top of the bomb in Detonation matches. It’s amusing as all hell to just watch enemy ceptors fly right into that and either die or stay away from the bomb, hahaha

I fly what I call a “combat” recon fit, so I go for the parasitic remodulator.

My stock fit for for T2 is a short range weapon such as RF plasma + Phase Remodulator, Spy Drones, Parasitic Remodulator.

 

That makes good sense. I’ll definitely try that out. Frustratingly enough, the Hawk has great speed and in theory should be better than the Dwarf 2 at playing a more supportive role, but the lack of a range bonus really hurts. But I’ll be very tempted to go for a ‘combat fit’ should I get the Dwarf 2.

 

Actually… I’ll even try that with the Hawk. I really don’t know how the micro-locator helps; I confess I use it sometimes purely to get debuff assists ><

 

 

 

 

T2 Recons and ECM modules are fine. Not too many, they give you the options you need to be efficient at what you do without involving a lot of end-game material. CovOps, however, those are overwhelming, even in T3s. They really don’t need the Self-destruct module, at all, considering ALL ships can do it and that still leaves them with 4 modules in T2.

 

All ceptors go from 1 module in T1 to 3 modules in T2, to 4 modules in T3. CovOps go from 1, to 5, to 5. Not unbalanced enough for you?

 

Argh… I forgot about the self-destruct module. Not that I’ll use it…

That makes good sense. I’ll definitely try that out. Frustratingly enough, the Hawk has great speed and in theory should be better than the Dwarf 2 at playing a more supportive role, but the lack of a range bonus really hurts. But I’ll be very tempted to go for a ‘combat fit’ should I get the Dwarf 2.

 

Actually… I’ll even try that with the Hawk. I really don’t know how the micro-locator helps; I confess I use it sometimes purely to get debuff assists ><

Micro-Locator doesn’t allow anyone to cloak, as well as bringing anyone IN cloak out of it. Perfect if you’re hunting a Tackler and he just went *poof* or putting it near a beacon so people can see CovOps incoming with nukes.

Dwarf 2 is more manuverable than hawk, has more hull and shield  and has a large missle rack( minefield). Hawk is faster but both ships have micro warp.Modules i use on dwarf are shield transfer, spy drone and micro locator.

This is A GOOD thing.

 

I hate it that most of the roles force the ships of that role too identical. One way to make more “individual” builds is to give more different modules to choose from. So it wouldn’t be so given that “CovOp, so he MUST have self destruct”. More surprise element, more strategy.

 

 

“Too much to choose from” is absolutely positive, good thing.

Agrred. many mods is a good thing. aren’t you sick of standard engies, standard guards and standard guships? everyone plays basicly the same loadout (active mod wise at least)

This is exactly, why I didn’t like the cutout of modules for ceptors. Having one or two role specific - fine. having them almost all categorized: dafuq. Well, before that, every Ceptor however was equipped with almost the same modules, which wasnt that fun either, but only because some modules were too shiny to have, or too sad not to have. With some role specific modules, but in other areas, like “shield recharge or shield steal?” should be completely up to the interceptor pilot, and his limitation of slots.

 

The reality is: there are not enough modules, too many classes. You can especially feel that with Ceptors.

 

It’s also no wonder, the complete philosophy of how to equip ships has changed. Not, that I dont like it, it just feels very unfinished, indeed. Not complaining either, my CovOps is fine. But it could be better.

That is pretty true… right now the ships are given their own niche areas. It’s up to the devs to decide if they want to expand each role, or keep things the way they are. However, I would really prefer to see the roles broadened. For instance tacklers could have a wider range of debuffs that work better against other ship types, and engineers could build more structures (I like the debuff remover that someone came up with) instead of simply providing heal auras. Command ships could provide a whole host of bonuses: greater damage and mobility for teams inclined towards alpha strike tactics, greater resistances and perhaps a boost to the parameters of active modules for defensive tactics?

Hello and thanks for the nice discussion.

Of course we are going to add more modules for the future and if you want you can also suggest some modules you want to see in game, but please make a single thread for each module.

Hello and thanks for the nice discussion.

Of course we are going to add more modules for the future and if you want you can also suggest some modules you want to see in game, but please make a single thread for each module.

Error… That’s going to be a heck of a lot of threads. I’m talking 30+ here.

 

EDIT: Can I just fudge them together so I have modules per archetype? As in, Interceptor, Fighter, Frigate.

Error… That’s going to be a heck of a lot of threads. I’m talking 30+ here.

 

EDIT: Can I just fudge them together so I have modules per archetype? As in, Interceptor, Fighter, Frigate.

Best to bundle them per role, instead of per ship class.

Best to bundle them per role, instead of per ship class.

You mean like Cov Ops, Recon, ECM?

 

I had this written:

 

Fighter Modules:

Frigate Modules:

Tweaks:

 

Covert Ops

 

Ultrasonic Pulse

Range: 1200m

CD: 60 seconds

Duration: -

Energy Consumption: 140

Description: Emits a curved plane of sound that pushes back and slightly damages all ships within the area of effect. All ships are knocked back 300m at 200m/s, and suffer 450 kinetic damage.

 

Hi-NRG Shockwave

Range: 750m

CD: 75 seconds

Duration: -

Energy Consumption: 165

Description: The ship emits a very highly charged pulse as either a beam or a wide-band shockwave, mildly damaging all enemies within the pulse. Directly hitting a target results in an overload to their thrusters, knocking their movement capabilities out for a few seconds.

On a locked target within range - 400 EM damage, negates use of engines for 2 seconds.

If target is too far away/no lock - 350 EM damage to all ships within radius (750m). No other effects.

 

Recon

 

Timer Drones Container

Range: 2000m

CD: 40 seconds

Duration: 20 seconds (until detonation)

Energy Consumption: 115

Description: Applies Timer drones to the target that explode after a set amount of time (shown in the duration field). Upon detonation, the drones deal 4100 thermal damage to the target. Friendly healing auras remove Timer Drones.

 

Leecher Drones Containter

Range: 2400m

CD: 37 seconds

Duration: 18 seconds

Energy Consumption: 105

Description: Applies Leecher drones to the target which drain 80 points of energy per second from the target. Interceptors are drained for 75% of this amount, frigates for 130%.

 

ECM

 

HAZARD VIRUS

Range: 1800m

CD: 80 seconds

Duration: 12/16/22 (Interceptor/Fighter/Frigate respectively)

Energy Consumption: 180

Description: Infects the target with the HAZARD virus. The HAZARD virus prevents the target from using restoration modules and prevents healing altogether. This includes the Regenerative Hull Ship Modifier, the Mass Shield Generator, the Nanodrone Cloud, and the Remote Hull Repair/Shield Generator. Natural shield regeneration is left untouched.

An infected target will spread their infection over a 1500m radius to any ships (friendly, hostile or you) that remain within that radius for 8 seconds. The duration of the effect depends on the size of the target - larger targets will be infected for longer. However, if a target has a healing aura active, the virus will spread over the radius of the healing aura instead. Using a remote healing module when infected will immediately apply the virus to the target.

 

That’s it.

 

Wouldn’t that be 9 topics if I put them together by role?

You mean like Cov Ops, Recon, ECM?

 

(…)

 

Wouldn’t that be 9 topics if I put them together by role?

You mean it’s worse than the 30 you had planned?

You mean it’s worse than the 30 you had planned?

3 is better than 9…

As a recon (Dwarf 2) i do this:

I use oulse lasers, lacking skill to use rapid plasma.

I use phase remodulator, spy drone to troll tacklers and micro locator to spot both tacklers and other recons.

Maybe i should put a minefield rather than a cruise missile, ill check if it work better.