Weapon System Inhibitor - How does it work?

It would be better if it could be an always on module that just transferred to new locks instead of always needing to make sure the target’s in LOS and then reactivating every time they fly behind an asteroid.  Keeping the LOS requirement’s fine, but the micromanagement’s not.

The micromanagement of the module encourages pilots to develop a better sense of awareness. Handling this module in an automatic manner would dumb the game down and further reduce the skill element from the game. I would not be in favour of this.

The micromanagement of the module encourages pilots to develop a better sense of awareness. Handling this module in an automatic manner would dumb the game down and further reduce the skill element from the game. I would not be in favour of this.

More of a repetitive action than a skill element, but since I support everything that discourages ECM play I’ll support your point for purely selfish reasons. :lol:

It’s still not worth having it fitted. I prefer Flares over this.

Unless you are in corp vs corp and build up for max energy regen so you can go full support for your team, sacrificing survivability.

 

But in pug matches - useless!

It’s still not worth having it fitted. I prefer Flares over this.

 

I have made very good use of the weapon systems inhibitor in the ‘new’ 3v3 match format. Debuffing the primary damage dealer in the opposing team can make or break an engagement. (Bubble-Gunship anyone?)

Debuffing the primary damage dealer in the opposing team can make or break an engagement.

It’s still not worth having it fitted. I prefer Flares over this.

I put it on after reading this thread.  I don’t think I’d used it since T2.  Flares aren’t as viable because of spam, the next missile will come in before the cooldown hits, never mind the two people firing missiles.  Most of the healing mods have too high of a cooldown based on their healing amount.  Mk.III repair kit for inty’s only heals hull by 942 points with a 2:15 cooldown, yet not many weapons do less damage in one second and a lot do more in one shot.  Maintaining LOS against a bubble gunship is a large risk unless you’re sure you’re not the target.

After flying LRFs from scratch to R11 under the new system one thing I have taken to heart - Flares are useful for Frigates or on ships that escort them.

 

But when flying Engineer I’ve been in 2v2 situations numerous times where I wished the other guy escorting me had a damage debuff. Lets face it - frigates dont vary much from each other, they have almost the same HP and using the same 2 cannons both of which deal almost the same dmg. If my opposing frigate’s damage got cut down to almost half - that’s a huge deal for me.

 

I keep that in mind whenever I fly support ECM and keep my eyes open for such engagements.