Topic: light/Assault and mod Changes in Patch 6/17
Change: Increased base speed of light combat robots and their Mk2 variants.
Change: Increased base speed of light industrial robots and their Mk2 variants.
Change: Increased base speed and mass of assault combat robots and their Mk2 variants.
Change: Signal masker modules are now using energy over time, which means that the basic activation AP cost is really low, but the effect itself drains AP every 2 seconds. The basic AP usage is multiplied by the hit surface size of your robot. AP drain lasts while the effect is active, and the effect will drop if there is not enough AP to drain.
Change: ECCM modules gained an active ability, additionally to their current passive sensor strengthening. Their active effect is also using energy over time like the signal masker above (AP usage * hit surface, every 2 sec). Active ECCM has a 2 minute cycle time and its effect lasts only for 20 seconds, but it instantly removes every negative effect from your robot (target marker, demobilizer , sensor suppressor), and provides a huge ammount of demobilizer resistance and sensor strength for those 20 seconds. Additionally it also gives a certain amount of lock resistance, which means that every 3 seconds every other enemy or friendly robot has a chance to drop their lock on you. Lock resistance works similarly to how ECM/ECCM modules work, by comparing the enemy robot's sensor strength to your lock resistance.
Can't wait to see the speed effect this will have on my Baphomet.
What is this new drain effect going to translate into for operation for the Masker and ECCM for laser bots, Acc is already at a premium.
The ECCM active effect lookslike an OMG-RunAway button, that was previously missing, and something that is going to be very useful for artifact hunting. Getting in/out of those Infestation caches and the ones in the middle of mobs.