NGSpeed
Well-known member
- Joined
- Mar 20, 2012
- Messages
- 224
- Reaction score
- 163
- Server
- Korell
- Main Pilotname
- NGSpeed
- Rank
- 99
- Clan
- Final-Sector
Several components could benefit from balancing adjustments and quality-of-life improvements to increase their usefulness, build diversity and tactical potential.
01 // SCOPE SHIFTER
• If the affected target dies, the range bonus should remain active for its remaining duration instead of immediately disappearing.
02 // PERFORATOR
Duration and cooldown percentages are relative to the regular Ancient variant.
New Ancient Rapid Perforator for Antares, Gemini, Mizar, Sol, Draconis, Sirius and Tau Ceti (Remnant Rapid).
03 // AGGRO BEACON
• Aggro should be generated exclusively on the beacon, while the associated Effort is credited to its owner.
• Destroying the beacon should not transfer its accumulated aggro to the deploying pilot.
• Generating personal AoE aggro should remain the exclusive role of Aggro Bomb, which is intended for tanking.
• Custodian Commanders should use their stun ability against the beacon itself, not its owner.
This would prevent vulnerable ships such as Shocker and Wolfhound from becoming helpless immediately after their beacon is destroyed.
04 // THERMOBLAST
• Cooldown: −50%
• Damage: +10%
Goal: Establish Thermoblast as a powerful single-target DPS component capable of competing with Sniper Blaster in sustained damage.
05 // MATERIALIZER
Proposed balancing:
• Ancient Long cooldown: 45s → 40s
• New mechanic: Damage reduction while Materializer is active.
06 // 9TH SLOT BALANCING
Attack Droid: The current cooldown of approximately 9.5 minutes is excessive, especially since its active duration is already heavily reduced.
Mine: Shorter cooldowns would encourage tactical use, while the reduced lifespan prevents excessive pre-placement.
07 // ATTACK CHARGE
• Reduce cooldown by 15%.
08 // CORRUPTION CLOUD
• If the affected target dies, the Corruption Cloud should remain at the target's last position until its remaining duration expires.
This would improve its usefulness against groups of weaker enemies.
09 // CONCLUSION
The goal is to improve component viability, tactical flexibility and build diversity without removing their individual strengths and weaknesses.
These adjustments could make underused components more attractive while preserving meaningful differences between Rare, Ancient and Remnant variants.
Feedback and alternative balancing suggestions are welcome.
01 // SCOPE SHIFTER
• If the affected target dies, the range bonus should remain active for its remaining duration instead of immediately disappearing.
02 // PERFORATOR
| Variant | Effectiveness | Duration / Cooldown |
|---|---|---|
| Rare | 95% | Unchanged |
| Ancient | 97% | Unchanged |
| Ancient Long | 97% | 150% / 150% |
| Ancient Rapid (NEW) | 97% | 60% / 60% |
Duration and cooldown percentages are relative to the regular Ancient variant.
New Ancient Rapid Perforator for Antares, Gemini, Mizar, Sol, Draconis, Sirius and Tau Ceti (Remnant Rapid).
03 // AGGRO BEACON
• Aggro should be generated exclusively on the beacon, while the associated Effort is credited to its owner.
• Destroying the beacon should not transfer its accumulated aggro to the deploying pilot.
• Generating personal AoE aggro should remain the exclusive role of Aggro Bomb, which is intended for tanking.
• Custodian Commanders should use their stun ability against the beacon itself, not its owner.
This would prevent vulnerable ships such as Shocker and Wolfhound from becoming helpless immediately after their beacon is destroyed.
04 // THERMOBLAST
• Cooldown: −50%
• Damage: +10%
Goal: Establish Thermoblast as a powerful single-target DPS component capable of competing with Sniper Blaster in sustained damage.
05 // MATERIALIZER
Proposed balancing:
| Variant | Active Duration | Damage Reduction (NEW) |
|---|---|---|
| Rare | 16s → 14s | 33% |
| Ancient | 12s → 13s | 31% |
| Ancient Long | 18s → 16s | 36% |
| Ancient Strong | 8s → 9s | 28% |
• Ancient Long cooldown: 45s → 40s
• New mechanic: Damage reduction while Materializer is active.
06 // 9TH SLOT BALANCING
| Component | Modifier | Current → Suggested |
|---|---|---|
| Materializer | Active Time | ×2 → ×1.25 |
| Materializer | Cooldown | ×2 → ×2.5 |
| Attack Droid | Cooldown | ×2 → ×1.25 |
| Mine | Cooldown | ×2.5 → ×2 |
| Mine | Lifespan | ×1 → ×0.75 |
Attack Droid: The current cooldown of approximately 9.5 minutes is excessive, especially since its active duration is already heavily reduced.
Mine: Shorter cooldowns would encourage tactical use, while the reduced lifespan prevents excessive pre-placement.
07 // ATTACK CHARGE
• Reduce cooldown by 15%.
08 // CORRUPTION CLOUD
• If the affected target dies, the Corruption Cloud should remain at the target's last position until its remaining duration expires.
This would improve its usefulness against groups of weaker enemies.
09 // CONCLUSION
The goal is to improve component viability, tactical flexibility and build diversity without removing their individual strengths and weaknesses.
These adjustments could make underused components more attractive while preserving meaningful differences between Rare, Ancient and Remnant variants.
Feedback and alternative balancing suggestions are welcome.