Active module: Difference between revisions
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|- | |- | ||
|Energy Absorber | |Energy Absorber | ||
| | |[[File:Energy Absorber.png]] | ||
|2+ | |2+ | ||
|Transfers energy from your target to your own ship over 8 seconds | |Transfers energy from your target to your own ship over 8 seconds | ||
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|- | |- | ||
|Weapon System Inhibitor | |Weapon System Inhibitor | ||
| | |[[File:Weapon System Inhibitor.png]] | ||
|3+ | |3+ | ||
|? | |? | ||
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|- | |- | ||
|Stasis Generator | |Stasis Generator | ||
| | |[[File:Stasis Generator.png]] | ||
|3+ | |3+ | ||
|Disable your target's weapons, modules and engines for a few seconds | |Disable your target's weapons, modules and engines for a few seconds | ||
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|- | |- | ||
|Ion Emitter | |Ion Emitter | ||
| | |[[File:Ion Emitter.png]] | ||
|1+ | |1+ | ||
|Disable your target's weapons and modules for several seconds | |Disable your target's weapons and modules for several seconds |
Revision as of 14:13, 11 May 2014
- Active Modules
- Active Modules are trigger Abilities/Skills that can be bought or sold and fitted into slots that are numbered One(1) through Four(4). Once modules are placed they can be used by pressing a number on the keyboard corresponding to the numbered location of the module.
- The amount of Active Modules per ship depends on the Tech level of said ship. Current ships have no less than two and no more than four Active Module slots. Some modules may be used by all classes of ship while others are specific to certain roles.
- Note that Module effects typically do not stack. So if two Command ships are within range of providing an Aegis buff to your ship, only the stronger Aegis effect will be applied.
- Hierarchy of Module Efficiency