Okay, so. I am pretty late to this party but I will crash in anyway.
I can honestly say that I don’t like the Assault Damage Control module. I feel it’s just a bit one trick pony gimmicky. I’ve been trying to mess around with this module to see what I can make it do and it seems to only do a few things well.
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It gives you near invulnerability for a few seconds to allow a “Heavy Tackle” role. Bit of a dull fix for AF’s.
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If you ancillary rep tank you can use the ADC as a buffer or boost to a standard rep whilst your ancillary rep is loading
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It’s an “I Win Button” when fighting against other frigates.
It gives AF’s an utterly ridiculous advantage vs other frigates as a simple “fifteen second invulnerability” button. Will mean no one will engage AF’s in anything other than T3D’s which just compounds the problem of the fact T3D’s are just a better option than AF’s. This module is also a bit weird for HAC’s. It works similarly in the fact that it’s simply a fifteen second “Can’t kill me” button.
There is nothing flexible about this module. Perhaps that’s why I don’t like it. I do like the idea of a module that can do these kinds of things but I think it needs to be able to do more things at a more granular level.
Personally, I think this module would work well if it required fuel just like ASB’s. If you charged this module with cap boosters and then got a comparative boost out of the size of cap booster used you could balance this as a strength to time active system.
For example, a small ADC with cap booster 25’s loaded in would offer a small boost to resistances but would last a long time as it would fit several in it. If it was loaded with 200’s it would get a single cycle with maximum boosts to resistances.
So say if the module had a capacity of 9m3 it could fit 9 CB25’s. The module would have a 10 second cycle time so it would last for 90 seconds. 25’s would boost the modules active effectiveness to 15% shields 15% armour and 40% hull . 50’s would give 25% to armour / shields and 40% hull for 40 seconds. 75’s would give 35% - 35% - 50% for 30 seconds. 100’s would give 60% - 60% - 60% for 20 seconds. 150’s would give 75% - 75% - 75% for 10 seconds and 200’s would give 80% - 80% - 80% for 10 seconds.
I think this would make the module far more useful and a medium version of it for HAC’s can easily be balanced to this also.
I was considering proposing a different module that would be a high slot module that would work very similarly to this (was thinking of calling it a Power Shunt Module). It would be more versatile in that you could set a mode for it.
For example when set to capacitor mode it would boost capacitor recharge rate in granular steps like explained above.
When set to propulsion mode it would boost the effectiveness of prop modules, again, in granular steps.
When set to defensive mode it would work like a ADC (as set out above).
When set to Countermeasure mode it would buff resistances to EWAR and neuts.
This way you can change things on the fly but only get short buffs to specific areas and require long reload times to switch. This way AF’s and HAC’s can work in an aggressive “Multi-role” area where their job is killing support ships and heavy tackle.
This, however, would mirror how T3D’s work. Not sure if that would be a good thing or a bad thing though as T3D’s work on a passive system and a Power Shunt Module would work on a short active system maybe it’s different enough?