Hey @YogiKlatt-CIG @MGibson-cig, I have been flying the Scorpius Antares with friends a lot and we really like it for piracy - the dampener is very useful (although the EMP is very underpowered in terms of distortion damage). There are however, quite a few issues with the ship which prevent it being used as much as it could be. I would first like to outline what I think isn't fun about the ship, and then provide some suggestions, as a player with over 1000 hours of piracy, and good PvP experience. To start off, there are a lot of QOL issues with the co-pilot gameplay. Firstly, there is no HUD whatsoever. You are unable to see the charge of your EMP because of this which makes guessing when you are ready to fire very difficult. This is by far the biggest issue I've had when being the co-pilot. Secondly, in the co-pilot MFD, there is no 'Target Status' or 'Self Status' panel. This is a big issue with the ship as EMPs are only useful when the target's shields are down, and having to have the pilot communicate that to the co-pilot is very unintuitive, when there could just be an option on the MFD. Secondly, there is a very limited number of things that the co-pilot can actually do. This is probably the biggest criticism of the ship by the community, however I think that with only a few changes, it could be vastly improved. The main thing, would be allowing the co-pilot to fire missiles (which I think is a bug?). Pretty much every co-pilot seat in other ships can do this, so I'm not sure why the Antares is an exception. Additionally, the co-pilot should be able to manage the power triangle of the ship, as it could help split the load between the two. With that out of the way, here are my suggestions to make the Antares more competitive and useful as a ship: Firstly, I think that it really needs a snare (QED) instead of just a dampener (QD) - definitely not as much of a radius as the RSI Mantis, but at least 5-10km. The dampener function, should then be removed entirely so the ship can no longer instantly activate it. Then, give it a 10-15 second snare charge and shorter cooldown than the Mantis, like 30 seconds or so. EMP / Distortion is in a weird spot so I can understand not wanting to make that powerful, but right now the EMP does feel very weak. If the Antares had a small snare, that required you to be close to keep ships dampened, I think the Antares would be worth taking over a Mantis and a light fighter. Having a more brawl-y ship that can't just stay 15km and avoid all fire while having lots of other ships do the combat for you would actually be much more healthy for the game in my opinion! Whilst this may sound overpowered, the Scorpius Antares is actually not a super strong fighter as is, and since you have 2 lives at risk - I think there needs to be a little more reward. (On a side-note, in PTU the Antares did have a snare, and the spindle animation on the back for the snare charging was REALLY cool and I want it back :stuck_out_tongue:) I hope you consider these changes as I really love the Antares and want to be able to use it more effectively! Thanks, Hannah