I may have the name wrong. Either way, this has to be the least used and meaningful part in the game. It needs a buff.
First, make it fully activate the harvester perk. In testing it, I had cery erratic perk activation.
2nd, allow it to work for the duration of the reload time. It can be shot off, by the victim or his mates, so it isnt that big of a deal.
What else can be done? I still dont see it being worth 1 energy. Any other suggestions to make it worth considering its use? Maybe a 10% speed and/or power nerf?
It just beeps for a few seconds and you can’t cloak then it pops, since it doesn’t do any damage it’s almost un-noticeable unless your actively trying to cloak.
I have seen this only a few times in battle, and on homing missile builds, only to troll someone into using their cloak prematurely
To make it actually useful in battle I’d suggest making it permanent, if it attaches to an enemy build it’ll stay there until it is shot off or the part it is attached to is shot off. Or if the one using the enlightenment shoots another one, then the previous one pops automatically. Then it could be considered an actual counter to cloaks like it is supposed to be, currently it is extremely ignorable and does not last long enough to make any difference over a lot and I mean a lot of better 1 energy costing parts you can run instead of this thing.
IMO, that thing has no traction between the players because the most of us don’t give a damn about concealment, it’s a thing that is just there.
What it does, other modules do it better by doing a permanent thing. (showing the red dots in the map).
I had a couple of enlightenment attached in my builds here and there… and what for?
I don’t use either chameleon.
it seems to be a counter to some specific cabs, could be useful against some type of builds, lancers may be one of them.
could be a poor man’s type of module but something must change free energy or lose that drone like thing.