Active module: Difference between revisions
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|Weapon System Inhibitor | |Weapon System Inhibitor | ||
|[[File:Weapon System Inhibitor.png]] | |[[File:Weapon System Inhibitor.png]] | ||
| | |2+ | ||
| | |Reduces the damage of your target temporarily | ||
|[[File:Raid.png|50px|link=Raid]] | |[[File:Raid.png|50px|link=Raid]] | ||
|- | |- |
Revision as of 01:25, 25 October 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