Thread of Underpowered Modules

Active Modules

 

IR Flare

Wasting an active slot for a module that only shakes off missile (and R8 implant) every 20secs is quite pointless.

Increase cooldown, drops all locks when used

 

Self Destruct

Do I even have to explain? 

Increase DMG significantly, reduce cooldown

 

Warp Gate

Cooldown too long, warp gate disappear when the engineer die, does not have fixed warp vector causing ppl to thud, health too low

Decrease cooldown, increase duration, have fixed warp exit, does not disappear when engi dies

 

Static Barrier

Health too low,

Increase size slightly, increase health significantly, display health bar

 

Passive Modules

 

Regenetive Coating

Rep scale with energy, Rep small amount

Remove energy requirement, increase rep amount slightly

 

Energy Recuperation System

Useless mechanics

Anyone ideas?

 

Asynchronous Shield Projector

Regen too low,

Regen applies to all incoming heals (maybe only function when below 100% max speed to prevent OP synergy with adaptive)

 

Spatial Scanner

Not worth the GS cost

Increase tractor beam range to 500m or increase loot detection on HUD to 3000m or allow detection of loot through objects

 

Ammunition

 

Tactical Nuke

10 sec warning allow anyone to escape, only 1 in magazine

Decrease fuse to 5secs, increase magazine to 3

 

Anomaly Generator

tiny blast radius, difficult to use

increase blast radius to 400m, when charging is interrupted the blast occurs at the last charged point

Active Modules

 

IR Flare

Wasting an active slot for a module that only shakes off missile (and R8 implant) every 20secs is quite pointless.

Increase cooldown, drops all locks when used

 

If you increase the cooldown, the main reason it is being used (to avoid missles and activate the implant) will be lost. Flares are OK now.

 

Self Destruct

Do I even have to explain? 

Increase DMG significantly, reduce cooldown

 

What you are requesting for are hordes of covert ops breaking the combat recon mode. The module was set with the current numbers for a reason.

 

Warp Gate

Cooldown too long, warp gate disappear when the engineer die, does not have fixed warp vector causing ppl to thud, health too low

Decrease cooldown, increase health, have fixed warp exit, does not disappear when engi dies

 

I agree with the fixed warp exit. The others are ok as they are now.

 

Static Barrier

Health too low,

Increase size slightly, increase health significantly, display health bar

 

Health is OK, it can survive several desintegrator shots and many people firing at it. I agree with the health bar, but not if it was mine. People usually ignore the barrier until it dissapears. If you give them a health bar, you will have heavy focus fire.

 

Passive Modules

 

Regenetive Coating

Rep scale with energy, Rep small amount

Remove energy requirement, increase rep amount slightly

 

Yes!! because hull tank is not strong enough!! let’s give them shield like repair rate!!

 

Energy Recuperation System

Useless mechanics

Anyone ideas?

 

Buff the percentage, but the main problem is that it is very situational, and the only way this module would be useful (under diffusion shield) it doesn’t work.

 

Asynchronous Shield Projector

Regen too low,

Regen applies to all incoming heals (maybe only function when below 100% max speed to prevent OP synergy with adaptive)

 

With the current buff to shield regen of most ships, it is becoming useful. There are good builds with this module, but as it is, it is very situational, mostly because shield slots have a lot of utility.

 

Spatial Scanner

Not worth the GS cost

Increase tractor beam range to 500m or increase loot detection on HUD to 3000m or allow detection of loot through objects

 

Ammunition

 

Tactical Nuke

10 sec warning allow anyone to escape, only 1 in magazine

Decrease fuse to 5secs, increase magazine to 3

 

10 sec is ok, I will support the increased magazine.

 

Anomaly Generator

tiny blast radius, difficult to use

increase blast radius to 400m, when charging is interrupted the blast occurs at the last charged point

 

It is OK. The damage is already huge, so you need to balance it with some skill. Blast radius and blast even after interrupting will be op.

The IR Flares are not useless but the fact they modified some mechanics imply the fact that missiles can be dodged without flares if you are mobile enough or if you know how use the map at your advantage.

For a Multipurpose module, compared to a Shield Booster or a Repair Kit, the Utility is much more limited for the flares.

The main problem is not coming from the Flares itself, but from the Other Multipurpose Module (especially Self Healing) that are too strong.

 

The Self Destruct will come back with this :

 

We are also testing a new formula for calculating rating, which, if successful, will replace the existing one. The changes are as follows: 

increased dependence on average battle efficiency

 

The Warpgate was nerfed after the Frigball Era, because Apparently, frigates are not allowed to use mobility tools.

 

I remember perfectly the TurtleGineers when the Barrier was released. Pretty cool to watch, absolutly boring to kill.

 

Regenerative Coating : No. Cf: Hull tanking do not need this.

 

Energy Recuperation System : No. If they didn’t make it work under Diffusion Shield, that’s for a Reason. (especially after the Diffusion Shield Buff)

 

Asynchronous Shield Projector : No. If you buff the incoming Heals, you will cry when a Guard will use it with the LMI and the ESB (aka Emergency Shield Booster).

The Self Destruct will come back

300secs cooldown is still insanely high

 

Regenerative Coating : No. Cf: Hull tanking do not need this.

By using this module, a slot for extra resis, buffer or pylons is expended so it dosent make hull taking stronger

 

Energy Recuperation System : No. If they didn’t make it work under Diffusion Shield, that’s for a Reason. (especially after the Diffusion Shield Buff)

A mechanics rework is needed, not operating under diffusion shield, it is completely useless currently

 

Asynchronous Shield Projector : No. If you buff the incoming Heals, you will cry when a Guard will use it with the LMI and the ESB (aka Emergency Shield Booster).

Fair point, missed that

Being able to see the health bars of your team’s static barrier might be nice.

 

Warp gate overhaul is long overdue. 

Active Modules

 

IR Flare

Wasting an active slot for a module that only shakes off missile (and R8 implant) every 20secs is quite pointless.

Increase cooldown, drops all locks when used

Damn annoying, but can be useful. Since the RT is useless you could replace it with this.

 

Self Destruct

Do I even have to explain? 

Increase DMG significantly, reduce cooldown

No Cooldown, you die when you use it… There is no cooldown needed. And you can bomb your own spawn away. Respawn → Boom

 

Warp Gate

Cooldown too long, warp gate disappear when the engineer die, does not have fixed warp vector causing ppl to thud, health too low

Decrease cooldown, increase duration, have fixed warp exit, does not disappear when engi dies

This is right. And then, take the high “THUD!” factor away from it.

 

Static Barrier

Health too low,

Increase size slightly, increase health significantly, display health bar

This is right too… Or to make it more useful… Let your teammates shoot through it.

 

Passive Modules

 

Regenetive Coating

Rep scale with energy, Rep small amount

Remove energy requirement, increase rep amount slightly

This is not right. The module is perfectly balanced, it shouldn’t regenerate your hull like a shield booster a shield.

Too weak for bigger ships, module strenth should be proportional to ship class, it’s useless for fighters and frigates.

 

Energy Recuperation System

Useless mechanics

Anyone ideas?

Protects my xxxx on some energy weak ships like my Lightbringer if under fire or energy absorbing, this module is quite good.

 

Asynchronous Shield Projector

Regen too low,

Regen applies to all incoming heals (maybe only function when below 100% max speed to prevent OP synergy with adaptive)

This module should be scaled to the ship class, it’s damn useless for Guards & some ships. This module needs a buff indeed.

 

Spatial Scanner

Not worth the GS cost

Increase tractor beam range to 500m or increase loot detection on HUD to 3000m or allow detection of loot through objects

This module needs a proper way to detect items, actually it might be unusable for properly privateering and farming.

 

Ammunition

 

Tactical Nuke

10 sec warning allow anyone to escape, only 1 in magazine

Decrease fuse to 5secs, increase magazine to 3

Just agree. It’s too weak.

 

Anomaly Generator

tiny blast radius, difficult to use

increase blast radius to 400m, when charging is interrupted the blast occurs at the last charged point

Depends on situtation, this is the most powerful burst in the game. At the right moment it can change everything.

 

Purple = My Opinion

we are constantly reviewing the balance of the game.

Thank you for your input

 

Just a word to the Spatial Scanner: it is the most desired item for settled players if you know how to use it :slight_smile:

It is more than accurate.

Let’s get in on this whole coloured text thing.

Active Modules

 

IR Flare

Wasting an active slot for a module that only shakes off missile (and R8 implant) every 20secs is quite pointless.

Increase cooldown, drops all locks when used

The 20 second cooldown is basically the very reason I use the thing. Sometimes, it doesn’t even cool down fast enough to counter slows. Dropping locks upon use is a bit silly, though. It’s dropping a bunch of Gigas II resists, and probably wouldn’t be that useful if you’re against some good players.

 

Self Destruct

Do I even have to explain? 

Increase DMG significantly, reduce cooldown

Oh yes. It’s useless right now. Five minute cooldown for killing yourself? Kill yourself. (insert cymbal crash here)

 

Warp Gate

Cooldown too long, warp gate disappear when the engineer die, does not have fixed warp vector causing ppl to thud, health too low

Decrease cooldown, increase duration, have fixed warp exit, does not disappear when engi dies

Warpgate has been the least useful engi active module for a while, huh? Those fixes are well and needed.

 

Static Barrier

Health too low,

Increase size slightly, increase health significantly, display health bar

I’ll agree with increasing size and displaying health bar, but increasing health isn’t really needed, seeing as it blocks two or three disintegrators right now.

 

Passive Modules

 

Regenetive Coating

Rep scale with energy, Rep small amount

Remove energy requirement, increase rep amount slightly

Eh. It’s a niche module. It’d be best to make it scale with ship size, but might be OP with adaptive frigates and such.

 

Energy Recuperation System

Useless mechanics

Anyone ideas?

Make it increase energy regen at the cost of shield resist! Kinda like passive hull, but different. And more ridiculous on Empire commands, now that I think about it. Tough.

 

Asynchronous Shield Projector

Regen too low,

Regen applies to all incoming heals (maybe only function when below 100% max speed to prevent OP synergy with adaptive)

I keep remembering the nerf to this module. It was hard to find a build that could actually use this thing before - now it needs a buff again, I’d say. I dunno about that applying to all heals thing, though. It sounds easy to break balance with that.

 

Spatial Scanner

Not worth the GS cost

Increase tractor beam range to 500m or increase loot detection on HUD to 3000m or allow detection of loot through objects

Not worth the GS cost? Not worth the GS cost.

 

Ammunition

 

Tactical Nuke

10 sec warning allow anyone to escape, only 1 in magazine

Decrease fuse to 5secs, increase magazine to 3

Magazine can probably stay as is. Timer noises should probably change to be less “HEY EVERYBODY, I’M WATCHING GAAAAAAY PORNO ABOUT TO EXPLODE!”

 

Anomaly Generator

tiny blast radius, difficult to use

increase blast radius to 400m, when charging is interrupted the blast occurs at the last charged point

Anomaly generator is great if you know how to use it. Against frigs and less mobile fighters, as well as particularly dumb interceptors, it’s ridiculously good if you can aim it. The interrupted charge thing is a bit annoying, though. I’ve tried to do the equivalent of face-torping before when surrounded by interceptors, and even while not moving, it seems if you’re inside the potential blast radius, you can’t use it. Pah.

 

People, learn to break your quotes in multiple quotes, so when next person quote you he has a list of things to reply to, and that stupid habit of replying within a quote of previous poster is xxxx, you can NOT quote replies made within a quote, learn to internet people.

i liked some of the suggestions. But I don’t want to quote each of them, lets say, some might be worth a thought.

 

Saying the Energy Recuperation System has useless mechanics however just made me smile. That module is great.

People, learn to break your quotes in multiple quotes, so when next person quote you he has a list of things to reply to, and that stupid habit of replying within a quote of previous poster is xxxx, you can NOT quote replies made within a quote, learn to internet people.

 

You can’t tell me what to do

 

People, learn to break your quotes in multiple quotes, so when next person quote you he has a list of things to reply to, and that stupid habit of replying within a quote of previous poster is xxxx, you can NOT quote replies made within a quote, learn to internet people.

You can’t tell me what to do

 

I just did

The one thing I agree on is that Anomaly Generator needs tweaking. I’d just make it so it can’t interrupt - once fired your controls disable altogether until it goes off.

we are constantly reviewing the balance of the game.

Thank you for your input

 

Just a word to the Spatial Scanner: it is the most desired item for settled players if you know how to use it :slight_smile:

It is more than accurate.

 

How does Spacial Scanner is the most desired item ? It’s 5k GS to have the recon sensor range and sometimes a special loot.

Once you’ve learned the position of each rare loot on the map, Spacial scanner give nothing but those 7% crit, which don’t worth the price.

A premium ship decrease grind by a lot thanks to free synergy, no repair cost, +2 cargo slots, more credit income and give an unique gameplay thanks to a new layout/new bonus, and even some have new Appearance.

Spacial Scanner does just say “Hey, there’s a pirate here” like sensors, and “Hey, there’s a loot at the same place then before”.

Unless the special loot that appear sometimes give 30k free syn and 500k credits, it don’t worth the price. 

Also, Gauss need a buff.

 

I am thinking of giving it the old shrapnel effect, automatically charging shots when not firing.

Also, Gauss need a buff.

 

I am thinking of giving it the old shrapnel effect, automatically charging shots when not firing.

This. Would be. So. Perfect.

Also, Gauss need a buff.

 

I am thinking of giving it the old shrapnel effect, automatically charging shots when not firing.

 

Me likes this very, very much.

Also, Gauss need a buff.

 

I am thinking of giving it the old shrapnel effect, automatically charging shots when not firing.

 

This is actually a genius idea, wonder why no one came with it 'till now.

Also, Gauss need a buff.

 

I am thinking of giving it the old shrapnel effect, automatically charging shots when not firing.

Oh great, having a fully charged gauss everytime will surely be fine and balanced!!

 

Can I have the same in my LRF positrons? I love 12k critics everytime I fire!!

 

PS: Gauss is already a great weapon, specialized and deadly. Just don’t try to solo a frigate with it.

Oh great, having a fully charged gauss everytime will surely be fine and balanced!!

 

Can I have the same in my LRF positrons? I love 12k critics everytime I fire!!

 

PS: Gauss is already a great weapon, specialized and deadly. Just don’t try to solo a frigate with it.

 

I can’t remember the last time I encountered anyone using gauss in T3 since the nerf.