Special Weapons: Difference between revisions

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Revision as of 05:58, 20 September 2013

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Interceptors

Fighters

Frigates

Empire

Microwarp engine

Ship overdrive

Disintegrator

Federation

Plasma web

Chameleon

Combat Drones

Jericho

Tachyon cocoon

Phase shield

Guided torpedo


Interceptor Abilities

Microwarp engine
Charges up, then makes a long-range jump.[1]
Charges up considerably faster
Causes electronic interference at destination
Plasma web
Deals thermal damage over time
Deals more damage over a longer time
Target's repair and regeneration rates are reduced
Tachyon cocoon
Makes your ship invulnerable, then releases a pulse that disables nearby enemies
Increased disable range
Increased disable duration

Fighter Abilities

Ship overdrive
Increases speed, firing rate and energy regeneration speed for a short time
Increase all hull resistance
Remove all negative effect
Chameleon
Optical distortion generator. Renders ship invisible to sight and sensors for a short period
Longer duration
Not interrupted by damage
Phase shield
Increase shield's resistance to the chosen damage type.[2]
Damage output increases when taking selected damage
Incoming damage of the selected type restores hull health

Frigate Abilities

Disintegrator
Sniping long range thermal weapon
Burns target energy after the shot
Deals thermal damage over time after the shot
Combat Drones
Launch 2 drones that deal thermal damage at short range[3]
Drones shoot down incoming missiles
Drones repair ship shield/hull if shields are low
Guided torpedo
Guided long range thermal missile
Torpedo is faster
Torpedo has a larger blast radius

Comments

  1. Jump distance is based on ship velocity * 28 for 2 seconds, e.g. (ship speed 200m/sec * 28)*2 = 11,200m jump distance.
  2. Increased resistance is always on, 'using' the modules switches the damage type : Thermal > EM > Kinetic > Thermal ...
  3. Toggle power. Use once to deploy drones, then again to recall them. Still observes a cooldown timer.