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.