And not so recent patches that nerfed some of them before.
Here are the modules that are in need of buffs. I’ll simply state their T5 versions while using the 10c/3/J implant.
-
Weapon System Inhibitor - currently does 39.8% enemy damage reduction. It needs to be at most 50%, at least 45%.
-
Signature Masking - Currently has a 19.9% damage reduction, it needs to be at least 23%
-
Capacitor Power Relay - This module has a 41.5% increase to shield regen, which is good, but having 3 on reduces that down to 80% effectiveness each. Please increase each module so that it’ll be worth at least 100% of the current level for one when using 3 modules at the same time.
-
Autonomous shield projector - This module gives 35% bonus shield regeneration, but it should be more considering that you’re trading out defense for more regen. Bring it to 60%-90%+, or so. Run some tests to where the regeneration is worth at least almost as much as increased resists.
-
Pulsar - currently has 1200 base range at MK.4, increase to 1500.
-
Regenerative coating. This module needs an increase in how much hull it heals per second. Increase the MK.IV version to heal 100-250 per module. Let it scale with ship size within that amount.
-
Infrared Scanner - gives 10.5% alone, but goes down when you use more. Increase to about 15% crit chance.
-
Inertial Stabilizer - gives a 48% increase to the acceleration and speed in a strafe. Needs a buff to counter the decrease in the percentage when using more. It’s much needed for strafe users.
-
Repair Kit - Currently has a 62 second or so recharge countdown. Take that down to 35-40 seconds, or so.
-
Curved Reflector - Currently increases base damage by 25%. Increase to 30%
-
Implant - Beta Accelerator SR-MK.III give it a +10 shield resist buff so it adds 20 shield resists (Implant 9c). This will level it, to a certain degree with the Gigas-II (Implant 9a) In certain situations while the 9a implant will most certainly be a better choice in other types of situations.
-
Implant 5B - Alpha-Inhibitor “Cheetah”, Give it a buff to increase strafe acceleration as well, instead of just the max speed.
-
3A implant - The Neurocontroller “Doctus” currently gives a 40% shield regen buff, but it’s not enough. Increase to about 70%, or make it scale with how much shield regen you already have, for instance, 30% increase in shield regeneration after all the other shield regeneration increases are added, aside from the 12c implant, of course. the 12c implant will increase that to 55% with its 25% bonus.
I’ll think of a few others and add them as we go along.
Do you happen to use strafe Jeri ECMs and guards with fast regening shields and curved HB? Yeah probably, seeing your suggestions.
You have to consider influence on other builds, not just buffing yiur own. For example infrared is at 10% for a very special reason. Certain 3 CPU ships could reach very high crit chance otherwise.
Strfe builds are already a pain kn the ****, almost as much as the high rotation ones. There’s nothing worse than an empire gunship sitting at 5k gauss sniping you, while dodging all your shots by strafing. And strafe interceptors are just heresy
Guards do not need buffing.
I am an advocate for the Regeneration types, what can I say 
In any case, the shield regeneration does need buffing, and I believe that the regenerative coating on the hull is also in need of an honest buff.
I’m not asking for more speed on the strafe, I’m really just asking for more acceleration.
As for the Infrared, there’s an easy way to do it. nerf the methods of making it more dangerous for the higher dps types to the point where they stay the same as they are now, and make it more friendly towards those who just want more crit chance on the base side.
- Regenerative coating.
This could be % based of the hull. Would be at least meaningfull, because even the 50 pts is for an intie a joke…
Shield regeneration is in itself a bit to low(just my opinion) because having 2k+ dps vs. just <200 is even with high resistances of 60% no real option.
To 9.:
Repkits have an okayish CD. Mine is afair ~40s after all CD reductions. It shouldn’t be spammable, especially consider there are many ways to survive it AND it ‘double’ its effectiveness with shieldkit.
Funny thing regarding the infra: You could use 1 scanner(it give critchance % or?) + 2 infra = resulting in overall better critchance. Or do they count as the same module?
I am an advocate for the Regeneration types, what can I say 
Hehe, I know, just try and be a bit less biased and think of all ship types in your suggestions, or you will be associated with a certain fox we all know very well 
In any case, the shield regeneration does need buffing, and I believe that the regenerative coating on the hull is also in need of an honest buff.
Maybe, yes, but consider all aspects then. Don’t forget shield regen already benefits from a module with a 30 second cooldown, compared to 60 sec for hull, as well as being able to be boosted via capacitor and shield slots.
I’m not asking for more speed on the strafe, I’m really just asking for more acceleration.
That’s even worse ^^ It’s not the speed that’s the problem, but the very quick change in vector that people get… Buffing acceleration will make this worse.
As for the Infrared, there’s an easy way to do it. nerf the methods of making it more dangerous for the higher dps types to the point where they stay the same as they are now, and make it more friendly towards those who just want more crit chance on the base side.
That sounds overly complicated, but a more detailed suggestion might convince me.