Picard, what you wrote above is sensible and fair, but you still do not understand the very point of WHY MB is imbalanced and your previous post was a little different than you describe now.
1] MB is imbalanced because it gives tec, and ONLY TEC, an admin's kick button that works on everybody that dares to stare out of the window for the wrong 10 seconds.
Maybe watching 10-sec porn scenes while playing Sins is something one deserves to immediately lose for, but Vasari and Advent SHOULD be able to execute the SAME level of punishment.
It is the very fundamental way MB works, not the numbers, that make it imbalanced.
It is a one-click ability that deals insane damage over a huge area regardless of your own fleet.
2] Your previous post sounded like "omg your abilities are so imba that it's childish". They weren't, they were something MB-like if you paid attention to numbers. And I NEVER wanted them in the game.
I wrote these crippled abilities only to show you how imba they would sound if they were somthing like MB.
At the same time, MB is like it is and doesn't sound imba to most of the people posting here.
So, summing it up, I felt offended and retaliated.
As for your current proposal of increasing the MB's duration, it doesn't help the ability.
It just makes it more of a shit against players who happen to have akkan or any interrupter nearby, little less of a monster against those who don't and just about the same against others.
CONSTRUCTIVE PART:
If I were to find a fix to MB, I would suggest that it is not channeled, toned down, and that it relies on what fleet you have, just like Malice and Volatile Nans.
Suggestion:
Missile Barrage - Dreadnaught's crew push the Missile launching and energy supply systems to their limit by swarming the area with missiles in "lock on after launch" mode. Heat flashes from weapon impacts increase the chance for a missile to successfully lock on enemy ships in the vincinity. (or sth like that)
Duration: 20 seconds
Cooldown: 50/60 seconds
AM cost: 100/120
Effects:
- Range 7000/8000
- Movement Speed decreased 66%
- Damage 110 (per salvo each second, to any ship)
- Missile Hit chance 30%
- Every weapon impact on an enemy ship increases (Missile Barrage's) hit chance by 5% for 20 seconds in 1000 radius.
- Marza is considered firing weapons rather than using an ability (i.e. abilities disabled won't disable this, but a total blackout from reverie or phase out would work)
I think it would be cool like this.
- Without a fleet, a lone Marza wouldn't unlesh too much pain (20*110*30% = up to 660 damage uninterrupted) per activation.
- more spammable, less of a one-shot-knockout.
- not so easily interrupted, but more evadable (lesser range, speed decrease on marza and time to react before hit chance debuffs stack), so you don't have to blindly choose akkan/marauder/rad/rev when you know enemy is TEC
- with a decent, micromanaged fleet, a Marza could rack up like 1,5k -ish damage against a large portion of the enemy fleet with the stacking on-impact hit chance debuffs.
It would still be subject to balancing and tweaking numbers, but Mb described as above would no longer be imba in the terms I have mentioned - it wouldn't be I-win against people without Chuck Norris' reflexes when alone, wouldn't be total sh*t against good players, would be still very effective when used with a good fleet (just like Volatile Nans and Malice) and would actually reward players for choosing the more useless caps when they're feeling crazy ;p (As in - choosing a Marauder in a competitive game would stop MB while choosing akkan would not. Why is that good? Because akkan is a great cap ship with colonize and uplink and stuff, while marauder is generally shit in action-packed MP. Ever dared to count how many successful players used Marauder online in your presence? close to zero, I bet.)
It would be more balanced like that IMO.