reduce the 8 seconds to about 2-3 seconds then it be a very good counter to gat/motars and other hard hitting loadouts for ships that are disable types. What you could do, is let the HP get low then overcharge it at the last second. It'll give you 2-3 more seconds to get the other person armor down but then when it wears off
it cause a precentage of max armor in damage to the armor. (I think something over 50%, about 60-80%, this allows those newbies to figure it out without instantly putting the ship in a bad position)
This item can't be refreshed but it can be replaced with a buff which case it'll cause percentage of damage to the item. Problem is, this will make the engineer class even more powerful to take over Gunners but at the same it'll add more tatic to the beginning, do you take fire protection or invis or something else. Components can be repaired still but at reduced amount.
Soo, overcharge would be:
Overcharge:
Allow components to run at full effective even while damaged. Cannot be refreshed like you can with a buff hammer but you can switch between buff and overcharge. Whenever overcharge is removed (either wearing off or by switching to buff) causes damage to the components based on components max health. Exception is hull component which cause a very short invincibility but very high damage, hull component cannot be repaired during invincibility. Rebuild times remain the same.
| components | | | hits required to activate | | | effectiveness in seconds | | | Precentage of max HP of components done | as damage when overcharge is removed | | repair reduced by | |
| guns | | 5 | | 3 | | 30% | | 10% |
| engines | | 4 | | 6 | | 15% | | 15% |
| balloon | | 3 | | 10 | | 15% | | 10% |
| hull | | 7 | | 2.3 | | 63% | | 100% |