Active module: Difference between revisions
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|align=center|IR Flares | |align=center|IR Flares | ||
|align=center| | |align=center|[[File:IR Flares.png]] | ||
|align=center|1+ | |align=center|1+ | ||
|Deflects guided missiles on activation. Does not affect unguided missiles or mines. | |Deflects guided missiles on activation. Does not affect unguided missiles or mines. | ||
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|- | |- | ||
|align=center|Multiphase Shield Adapter | |align=center|Multiphase Shield Adapter | ||
|align=center| | |align=center|[[File:Multiphase Shield Adapter.png]] | ||
|align=center|2+ | |align=center|2+ | ||
|Greatly increases shield resistances for a short time | |Greatly increases shield resistances for a short time | ||
Line 54: | Line 54: | ||
|- | |- | ||
|align=center|Nanocomposite Coating | |align=center|Nanocomposite Coating | ||
|align=center| | |align=center|[[File:Nanocomposite Coating.png]] | ||
|align=center|2+ | |align=center|2+ | ||
|Greatly increases hull resistances for a short time | |Greatly increases hull resistances for a short time | ||
Line 60: | Line 60: | ||
|- | |- | ||
|rowspan=3 align=center|Shield Booster | |rowspan=3 align=center|Shield Booster | ||
|rowspan=3 align=center| | |rowspan=3 align=center|[[File:Shield Booster.png]] | ||
|rowspan=3 align=center|1+ | |rowspan=3 align=center|1+ | ||
|rowspan=3|Restores some of your shields over 8 seconds | |rowspan=3|Restores some of your shields over 8 seconds | ||
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|- | |- | ||
|rowspan=3 align=center|Repair Kit | |rowspan=3 align=center|Repair Kit | ||
|rowspan=3 align=center| | |rowspan=3 align=center|[[File:Repair Kit.png]] | ||
|rowspan=3 align=center|1+ | |rowspan=3 align=center|1+ | ||
|rowspan=3|Instantly restores some of your hull. Has a long cooldown. | |rowspan=3|Instantly restores some of your hull. Has a long cooldown. |
Revision as of 14:10, 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