Yeah you said about bomb carrier  That could be funny, but logistically I dunno. Also that’ll be nerfed soon I guess, like reverse thruster was. Abducting the captain will definitely be used and abused though
Whenever I see friendly minefields, I put return point beacon in there. Oh Also you can teleport a ton load of ships when they stuck in a black hole…
Whenever I see friendly minefields, I put return point beacon in there. Oh Also you can teleport a ton load of ships when they stuck in a black hole…
I know this might not work but… imagine if you could steal dessie turrets from the ship without warping the destroyer itself, these are objects on their own anyway.
Random store should not give you items that are already capped.
They should not be capped to such a low number in the first place.
But no, item cap should not influence the containers. Take [Tai kin instruction nanoprojector], it’s rarity is close to 1/20 of a normal resource. But if you have everything else capped, you would be able to have a 100% chance of having one.
They should not be capped to such a low number in the first place.
But no, item cap should not influence the containers. Take [Tai kin instruction nanoprojector], it’s rarity is close to 1/20 of a normal resource. But if you have everything else capped, you would be able to have a 100% chance of having one.
Random drops are a cancer in this game. There are better ways. Or at least, drop chances should be reconsidered.
CC effects destroy the return point beacon - Stasis (AoE stasis too) /Ion beam/Ion warhead missiles
If Tai’kin is under Inhibitor Beam effect (tackler’s module) at the end of the return warp windup (which is about 1 second long) there will be no warp, Tai’Kin will just stay where he is, meaning they will be forced to use at least 1 multipurpose or invis to break out of inhibitor.
If Tai’kin is under Heavy Drone effect at the end of the return warp windup, Tai’Kin will just stay where he is, there will be no warping. Heavy Drone effect can only be negated by 14-1 implant, 8-2 has no effect on Heavy Drone aura, which is 7 000 diameter (or 10450 on a t5 tackler with a range bonus) plus it negates all other forms of warping as well, making Heavy drone (on bonus 50% range tacklers) one of the most valuable effects in current metagame.
Current state fo the Return crystal is prone to abuse, in same time this is the fairly common effect in PvP games that have “active skills”, I do think there has to be a visual/audio feedback that return windup is in progress, and I think it’s CD is too short and warp charge is too fast, but in the same time players as a whole have yet to even try to think about new mechanics, and of course some will never will, but it is definitely too soon to safely measure the extent of impact this module has on a meta game, it’s just too new.
Yeah heavy drone is really nice, and the buff to engine inhibitor is amazing. I have used it against LRFs, destroyers, recons, thar’gas…! Cloaking is still very effective though, especially that cov-ops type cloak the tai’kin has. So tacklers are in a strong position right now, but I’m not sure it’s enough to counter the tai’kin. We’ll see, so far I’ve only seen one in pvp and one on my team in tourney so it’s hard to judge.
I’ve also try using sentry drones against high rotation ellydium ships, but I don’t really see any effect. There are no numbers in the module description either.
Like changing the special icon when there’s a “returning point” alive on the map. It’s usually quite hard to know if the beacon has been destroyed or not.
A specific icon to show where the beacon is would be cool too. Because we easily forget where it is.
The blind on warp should be removed. 2 seconds blind every times you warp makes the module absolutely impossible to use in dogfights. Even if it means a nerf somewhere else.
A double tap (or long press) to destroy manually the beacon would be really cool.
Outside of this, a nerf may be needed. Something like limiting the warp distance to 5km max. Or increasing the cooldown to 30s.