A response to the multiple nerf discussions that have arisen regarding the alien ship.
As short as can be made a run down of all the ways an R15 tharga is better than every other ship in the tree. Free promotion!
*Deep breath* here we go ![:00:](<fileStore.core_Emoticons>/emoticons/00.png “:00:”)
‘Alien’ cruise engine, vernier, strafe, teleport and a ‘passive’ engine improvement.
Every module on the list has better stats than its regular ship counterpart. No engine cooler however the ship upgrade wheel has two options for weapon cooling without the trouble of sacrificing an engine slot. Also it can teleport.
Mini pulsar and additional 9k zero resistance emergency barrier shield.
Combat/static shield regenerator
Engineer level healing for usually around half your shield volume, more depending on the situation. Keeps working the more/less you are in the fight.
Same as adaptive shield only works for the hull. Those who say the tharga is not tanky are probably not factoring this module into their observations. Think galvanised without the rotation malus.
Heals when diving at and killing enemy ships
Kills gives a damage boost.
Moving gives a damage boost.
60-75% extra damage briefly. Not much need to lock a destroyer, frigate or static ship with that added. Target scrambling is not really a debuff.
Sick of ships doing all that pesky manoeuvring? Point lazily and fire. Does EM damage too.
Add this with crew implant, pylons and/or reload upgrade on the wheel, select doomsdays or firestorm. Missile fighter!
16 seconds of independent autofire with more power and range than the tackler drone.
Gunship special with healing, different types of extra damage with different healing mechanics.
Better, just better in every way.
For the real horror, one must look at the ‘wheel’
Many players have commented on the larger amount of passives module slots available.
This is a red herring. Lots of passives do not mean all powerful in fact if anything it shows an inefficient build. The 3rd passive slot in each instance costs the most ‘points’ to add (110).
Given that the maximum is 1300 points then trying to make a 33333 tharga is not really efficient considering that the potential is so much greater.
Certain nodes stand out
Many are better than the ships which have that as a bonus, do not count toward one of the traditional 4/5 ship bonuses and in some cases not available on any other gunship.
Additionally things like this.
Frees up the use of a passive slot or two for use/abuse or to ignore completely (more points available for bonuses)
So the previously unthinkable can happen, things like this are really easy to throw together.
All on one fitting.
So damage, a certain carelessness with energy absorption/management and speed!
This is one example, there are dozens of things like this when combining crew settings, nodes and passives that just would not work on any other ship. Also not apparent to the outside observer as it relies on the use of regular ship components and crew settings, no fancy beams, auras or health bars to point at as the problem.
Wait a second… needs more damage.
Regular manufacturing style ship bonuses can be chosen too, one for offence and one defence, many of which have better numbers than any other manufactured ship bonuses.
That about covers it, lots of ways to make the ship the apex of what its being built for or a jack of all trades.
Players really want to discuss nerfing this abomination, taking it one module, weapon and node at a time?
We’d be here all year trying to find a middle ground on this ship alone. Not going to happen to anyones satisfaction fast enough if ever and some more green excrement to come.
When looking at what is presented here not one single discussion of nerfing has made any sense. The discussion should have began by understanding wtf we dealing with. Module x and weapon y are not the issue, its the whole thing. Soon as the squeeze gets put on one area then another will be the new boil needing lanced.