Balance Issue: Phase Jump Inhibitors

Seems they need some help to earn their cost.

I'd love to see Phase Jump Inhibitors' range increased by 20-40%. They don't seem worth it otherwise. It shouldn't take more than three to cover the entire gravity well of an average planet, as it does now.
14,982 views 5 replies
Reply #1 Top
There are several mini-mods, which actually increase the range even the charge up multiplier for PJI's.
Reply #2 Top
I think this is a balance issue that the developers/balance team should look into, however. I would like to see these useful in competitive matches in the official version.
Reply #3 Top
They need work, and its being addressed by the Dev's maybe 1.03 will have some PJI love in it ?
Reply #4 Top
I played lots of online matches when the game first came out. I can honestly tell you I never saw one person ever build a PJI. Never. Ever. Not one time.
Reply #5 Top
I took a pretty hard look at them and judged them alongside the weakness of planetary defenses. Basically the weakness of PJI reduces the ability to create choke points at all.

I modded it so that they have antimatter, and will auto-use the ability (or you can choose to disable and use yourself) and turn off phase jumping entirely for 30 seconds (60 seconds if full of antimatter). This way, if you choose not to scout, be prepared to possibly get rocked.

I should mention my mod also plays at double speed, so 60 seconds is a very long time. Enough to probably kill a capship if they ran into a fleet at the planet without scouting.

If you really want to get your jump enabled faster, you need to destroy the module.

They also are 2x the cost of all resources and take 6 tactical slots.