Active module: Difference between revisions
Jump to navigation
Jump to search
(→ECM) |
|||
Line 194: | Line 194: | ||
|- | |- | ||
|Aiming Overcharge | |Aiming Overcharge | ||
| | |[[File:Aiming Overcharge.png]] | ||
|1+ | |1+ | ||
|Increases your main weapons' critical chance for 12s | |Increases your main weapons' critical chance for 12s | ||
Line 200: | Line 200: | ||
|- | |- | ||
|Engine Overcharge | |Engine Overcharge | ||
| | |[[File:Engine Overcharge.png]] | ||
|2+ | |2+ | ||
|Increases your maximum speed by 45% for 12-15s or until you use a weapon or missile. | |Increases your maximum speed by 45% for 12-15s or until you use a weapon or missile. | ||
Line 206: | Line 206: | ||
|- | |- | ||
|Combat Reboot | |Combat Reboot | ||
| | |[[File:Combat Reboot.png]] | ||
|2+ | |2+ | ||
|Removes all negative effects and briefly grants invulnerability | |Removes all negative effects and briefly grants invulnerability | ||
Line 212: | Line 212: | ||
|- | |- | ||
|Particle Purge | |Particle Purge | ||
| | |[[File:Particle Purge.png]] | ||
|3+ | |3+ | ||
|Instantly depletes your shields to deal EM damage to nearby enemies | |Instantly depletes your shields to deal EM damage to nearby enemies |
Revision as of 14:14, 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