Automatic combat module for suppressor class destroyers. Launches a volley of 20 homing missiles that hit targets in a 25 degree cone. Each missile deals up to 3000 pts. of thermal damage. Has active range of up to 5000 meters. One target can be hit by no more than two missiles simultaneously. It takes time to reload the launcher. It’s very effective in fights against multiple targets moving in a tight group.
Well… you guys forgot to label the shadow again. But really though, the module is extremely effective in-game, almost to the point of OP since duels between destroyers are determined by who has tempest ready to fire first.
I would love that little missile module idea I suggested a while ago.
It was something like this:
Name: Secondary Pylons
Type: Multipurpose Active Module
Ranks: 9-15
Upgrades: Each increases range by 200m.
Energy: None while passive. 200 upon activation.
Cooldown: 60s
Tooltip: Fires a homing energy missile at your target, or the nearest enemy within 4,000m of your ship every 18 seconds. Upon activation, fires 3 in a burst. If no visible enemies are in range, the module will not work.
Damage: 3,500 EM
Animation: A glowing blue missile is released from the ship and follows the target. Cannot guide around objects.
I found a problem with this module: I don’t know if this is meant to be like this, but when you use it versus other destroy, the missiles target EVERY ship system. So, because there are 6 of them (module 1 to 4 + Engine and Capacitor), + the destro itself, 14 missiles can hit the ship at any time. Also, I think that the damage is a little bit too high.