Barrier breaker, when you activate it, it cloaks your entire build with an anti-barrier force field (basically, visually, just a small glow effect on your build or something when it’s active) for a short while. While this is in effect, if your build makes contact with Barrier/Nova shield/Aegis/Atom field, it instantly disables (breaks) the shield and also delivers some damage to the part itself of which it disabled a force field of (So to the Nova cabin, to the Barrier box, to the atom wheel etc). Cold be some percentage or some kind of proportionate to the ram damage that is delivered to the “shield” who knows.
Basically you can break shields by driving into them/being in contact with them when you activate this module. 1 energy, does not stay active for very long, like 2 seconds or something.
Booster disabler, like interceptor but for boosters. 1 energy, disables the boosters of any build caught in the activation of it for X time
Possible 1 energy damage type counters, with drawbacks (when activated, resist X% more of damage A but also weaker to damage B by same X%). So basically say you become more resistant against explosive damage, but at the cost of taking that much more energy weapon damage. Or resist energy damage, but weaker to explosions.
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Shielding in the game was done completely wrong. First of all, in real life, the instant the shield touches the ground or other object, it would automatically collapse as the energy is drained into the ground or other object.
I would consult the Star Trek Specifications Guide for Shielding Technology before making any changes. You can find it HERE
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1 energy “radar invisibility” module
Since they aren’t gonna give us a 1 energy invisibility, how about radar invisibility? Basically does the same Griffon original perk does, you aren’t visible on the radar/minimap/red name above player. But unlike Griffon, drones can still target you, missiles and weapons can still lock onto you. BUT also unliek Griffon, it also counters Hippogriffs higlight perk, meaning if this module is active/activated, you won’t appear highlighted when using the Hippogriff perk.
So not technically invisibility, but still invisibility. Does not break lock-on of already locked on missiles and drones upon activation either.
what about a barrier emp?
shooting one at a barrier has a side effect, if its a barrier 9 it causes it to explode violently sending shrapnel everywhere and damaging anyone around it. for nova it damages the shield generator inside the cabin causing it to take twice as long to reload and making it last half the time it normally does with half the shield durability for 1 activation. for aegis prime it can damage the module making the barrier have holes in it that you can shoot through. lasts for 2 activations.
also you can only have 1 emp mounted on a vehicle at any given time.
how bout smoke screens? i know they had this idea before but i think it would fit.
basically upon activation it launches some smokescreen bombs that do no damage but cover the ares in a thick smoke, doing this can help bots unfocus you as they lose sight of you.
The problem with EMPs is, you can’t direct them into a beam; they spread out. You would need to encase the rest of your build (and you team’s builds) inside a Faraday cage to prevent the EMP from affecting them.
Read about faraday cages
who says anything about a beam? what about an emp grenade? it wont do any contact damage but it can mess up hardware, barriers and whatnot of enemies. the downside is if your to close itll zap you to.
I got an idea: a simple module that increases durability (or maybe resistances to all damage??) by a decent amount. Kind of like Grizzly codriver, but for builds without Grizzly. Once destroyed the module quits affecting the build and the armor is back to normal (obviously). Perhaps it could even stack with Grizzly perks to make even better armor!! 
Here’s some stats:
rarity: epic
PS: 230 ish i guess idk
Size: 2x2x3 or 2x2x4
energy: 1
Durability: 280 I guess??
Perk: Works better when below 50 km/h with a 5% durability/resistance boost, best at 0 km/h with 25% boost.
Only one module of this type can be mounted on a vehicle.
Thoughts??
not a bad idea but im thinking it can effect builds differently. for slower builds it would have an effective range of a 8 - 10% durability buff at 0 - 40 km/h higher then that and the bonus to durability drops to 5%. as for faster builds it only effects them by perhaps 6 or 7% as faster builds rely on speed and bigger builds rely on being tanky.

What about a module that buffs rotation of turret guns?? Especially cannons!!
How about something that generates a smoke cloud? You launch a huge smoke cannister that puts out dense smoke for about 30 seconds, forming a 100-foot circle. Anything inside the cloud can’t be seen, and anything inside can’t see outside of the cloud either. In the market, you would buy the smokebomb launcher and specify the color of the smoke that you want to use.
Of course, since I thought it up, only I should be allowed to have purple smoke. 
How about a mini “Kami” module that only works against heating/freezing, but does not detach attached drones/projectiles/etc like the Kami does, and slightly slower de-heating/freezing rate than the straight up Kami perk.
An averter-type power nodule module, but gives +10% damage to weapons attached to nodes in exchange of 1 energy. Can’t be used with averter or omamori
A Jackie-type 1 energy module, that gives boost to engine and cabin, but at a 1 energy cost low % level, and only for cabs and engines. Can’t be used with averter or omamori