Active module: Difference between revisions
Jump to navigation
Jump to search
(→Guard) |
(→Guard) |
||
Line 381: | Line 381: | ||
|} | |} | ||
==Long Range== | |||
{| class="wikitable" | {| class="wikitable" | ||
!Name | !Name | ||
Line 389: | Line 390: | ||
|- | |- | ||
|IR Pulsar | |IR Pulsar | ||
| | |[[File:IR Pulsar.png]] | ||
|3+ | |3+ | ||
|Disables targeting systems of all ships locked on to you for 12s | |Disables targeting systems of all ships locked on to you for 12s | ||
Line 395: | Line 396: | ||
|- | |- | ||
|EM Scattering Field | |EM Scattering Field | ||
| | |[[File:EM Scattering Field.png]] | ||
|2+ | |2+ | ||
|Makes the user invisible to radar and targeting systems, and protects from negative effects. Ends upon moving. | |Makes the user invisible to radar and targeting systems, and protects from negative effects. Ends upon moving. | ||
Line 401: | Line 402: | ||
|- | |- | ||
|Weapon Overcharge | |Weapon Overcharge | ||
| | |[[File:Weapon Overcharge.png]] | ||
|1+ | |1+ | ||
|Increases the damage of the next disintegrator blast or guided torpedo | |Increases the damage of the next disintegrator blast or guided torpedo | ||
Line 407: | Line 408: | ||
|- | |- | ||
|Tachyon Charge | |Tachyon Charge | ||
| | |[[File:Tachyon Charge.png]] | ||
|2+ | |2+ | ||
|Increases the shot speed of the next disintegrator blast or guided torpedo | |Increases the shot speed of the next disintegrator blast or guided torpedo | ||
|[[File:Raid.png|50px|link=Raid]] | |[[File:Raid.png|50px|link=Raid]] | ||
|} | |} |
Revision as of 14:25, 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
Modules
Common
Covert Ops
Recon
ECM
Gunship
Command
Tackler
Engineering
Guard
Name | Icon | Tiers | Description | Mk 3 Faction |
---|---|---|---|---|
Mass Propulsion Inhibitor | 1+ | Blocks enemy thusters and afterburners within a 1100-1300m radius. | ||
Signature Masking | 3+ | Reduces damage taken from enemies in a 1000-1300m radius. | ||
Missile Shield | 2+ | Shoots down nearby enemy missiles. | ||
Emergency Shield Boost | Emergency Shield Boost.png | 3+ | Repairs your ship's shield over 20s | |
Liquid Metal Injector | 3+ | Repairs your ship's hull over 20s | ||
Pulsar | 2+ | Deals pulses of thermal damage to all enemies in a short radius |