Bidirectional Jamming OP?
INTRO:
Its been a while, since I played the game, so If Im mistaken my bad. I just took a look at the change logs and searched the forum and strangely found nothing on this. Maybe its been left in the shadow of all the other things that made VR unbalanced.
THE ISSUE:
Bidirectional Jamming (from this point onwards referred to as BJ) causes the fleet jumping towards your planet to move at a snails pace. With one PJI thats not a game breaker as itll wear off and cooldown will still be active. However with several PJI on can keep an enemy fleet trapped for several minutes. 5 or 6 of them allows for the effect to be almost constant. One only needs to remember to activate the next BJ when the previous ones effects wear off.
(When the activation is timed to be just before the enemy ships exit phase space one can even have the enemy ships trickling in a few at a time. Although this effect is largely negated when group jump is used.)
FOR THOSE WITH LITTLE IMAGINATION:
This means that one can trap the enemy fleet and go ravage the now vulnerable enemy worlds and probably have enough time to return to defend your own world. The only counters to this that I can think of are strong Wails of the sacrificed (to destroy the PJIs) or a blast from a Kostura cannon (to disable them).
POSSIBLE FIXES:
1) Reduce the speed penalty given to approaching enemies. (I prefer this solution.)
2) Make all the PJI in the same gravity well have the same cooldown time so one cant constantly have BJ active.
QUESTIONS:
Can someone confirm that autocast for BJ now functions?
Does anyone know if BJ affects ships using Phase Stabilization (from Antorak Marauder/Orkulus/Phase Stabilizer) to jump?