Active module: Difference between revisions

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|align=center|Sentry Drone
|align=center|Sentry Drone
|align=center|[[File:Sentry Drone.png]]
|align=center|[[File:Sentry Drone.png]]
|align=center|3+
|align=center|2+
|Drops a static sentry drone that fires at nearby enemies
|Drops a static sentry drone that fires at nearby enemies
|align=center|[[File:Raid.png|50px|link=Raid]]
|align=center|[[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
Mk I The first level of item, bought from the warehouse with credits.
Mk II Created by upgrading a Mk I item, either by paying credits or applying an upgrade kit found as loot.
Mk III Created by upgrading a Mk II item either with Galactic Standards or Loyalty Vouchers from the correct faction for that item.
Mk IV The second most powerful kind of item. Created by upgrading a Mk III item with an experimental upgrade kit, or by paying Artifacts.
Mk V The most powerful kind of utem. It is created in the workshop, by using parts either salvaged from MK II items and above, or found in the open-world invasion game mode.

Modules

Common

Name Icon Tiers Description Mk 3
Faction
IR Flares 1+ Deflects guided missiles on activation. Does not affect unguided missiles or mines. Link=Vanguard
Multiphase Shield Adapter 2+ Greatly increases shield resistances for a short time Link=Raid
Nanocomposite Coating 2+ Greatly increases hull resistances for a short time Link=Wardens
Shield Booster 1+ Restores some of your shields over 8 seconds Link=Raid
Interceptor
Link=Vanguard
Fighter
Link=Techs
Frigate
Repair Kit 1+ Instantly restores some of your hull. Has a long cooldown. Link=Wardens
Interceptor
Link=Armada
Fighter
Link=Legion
Frigate

Covert Ops

Name Icon Tiers Description Mk 3
Faction
Self Destruct 2+ Self destruct your ship, dealing heavy damage to nearby enemies
Orion Targeting Complex 1+ Increase main weapon damage by 90-120% for 5 seconds
White Noise Jammer 2+ Disables your target's targeting system for 12-18s
Adaptive Camo 2+ Hides your ship from enemy radar and targeting systems for 20s or until you fire or activate a module.
Plasma Arc 2+ Deal massive thermal damage to enemies directly in front of you for 3s.

Recon

Name Icon Tiers Description Mk 3
Faction
Spy Drones 1+ Makes your target visible to anyone from any distance and reduces its hull and shield regeneration by 50% for 90 seconds.
Micro-locator ? Drops a locator that reveals enemy ships in its range, including stealthed ships, disables cloaking devices within its range and prevents cloaking devices from being activated.
Phase Remodulator ? Cloaks your ship for a short time, consuming energy to do so.
Parasitic Remodulator ? Transfers some of the target's shields to you over 8 seconds.

ECM

Name Icon Tiers Description Mk 3
Faction
Energy Absorber 2+ Transfers energy from your target to your own ship over 8 seconds
Weapon System Inhibitor 2+ Reduces the damage of your target temporarily
Stasis Generator 3+ Disable your target's weapons, modules and engines for a few seconds
Ion Emitter 1+ Disable your target's weapons and modules for several seconds

Gunship

Name Icon Tiers Description Mk 3
Faction
Aiming Overcharge 1+ Increases your main weapons' critical chance for 12s
Engine Overcharge 2+ Increases your maximum speed by 45% for 12-15s or until you use a weapon or missile.
Combat Reboot 2+ Removes all negative effects and briefly grants invulnerability
Particle Purge 3+ Instantly depletes your shields to deal EM damage to nearby enemies

Command

Name Icon Tiers Description Mk 3
Faction
Aegis System 1+ Increases shield resistances of yourself and nearby allies
Coating Polarizer 1+ Increases hull resistances of yourself and nearby allies
Valkyrie System 2+ Increases your and nearby allies' damage by 20-28% for 10 seconds
Gravi-scanner 3+ Increases your and nearby allies' speed by 20-26% for 20 seconds

Tackler

Name Icon Tiers Description Mk 3
Faction
Target Painter 1+ Lowers target's shield and hull resistances.
Engine Suppressor 1+ Greatly lowers the target's speed for a short duration
Inhibitor Beam 2+ Prevents the target from activating afterburners while affected
Sentry Drone 2+ Drops a static sentry drone that fires at nearby enemies

Engineering

Name Icon Tiers Description Mk 3
Faction
Mass Shield Generator 1+ Regenerate your and nearby allies' shields
Nanodrone Cloud 2+ Repair your and nearby allies' hull
Energy Emitter 2+ Regenerate your and nearby allies' energy
Autonomous Charging Station 3+ Drop a beacon that regenerates the shields of the most damaged nearby ally
Autonomous Repair Station 3+ Drop a beacon that repairs the hull of the most damaged nearby ally
Warp Gate 2+ Deploy a gate that warps allies that use it 5km forwards
Static Barrier 3+ Drop a physical barrier directly in front of your ship

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 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

Long Range

Name Icon Tiers Description Mk 3
Faction
IR Pulsar 3+ Disables targeting systems of all ships locked on to you for 12s
EM Scattering Field 2+ Makes the user invisible to radar and targeting systems, and protects from negative effects. Ends upon moving.
Weapon Overcharge 1+ Increases the damage of the next disintegrator blast or guided torpedo
Tachyon Charge 2+ Increases the shot speed of the next disintegrator blast or guided torpedo