Active module: Difference between revisions

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; Active Modules
: Active modules are such modules that the player must activate manually at his chosen point in time. After activation, the module works for some time. Switching off a module can occur manually or automatically, it depends on the mechanics of a particular module.
: 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.
: Active modules consume energy for their work. With a lack of energy, both blocking the active module and its premature shutdown are possible.
 
: The acive modules are divided into two parts: the role and the multipurpose ones. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role. Multipurpose modules are designed to survive in battle and can be installed on any ship, regardless of its class or role, with the exception of [[destroyers]].
: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.
: '''Common''' modules are available for installation on all ships of a suitable role.
 
: Modules that are unique for premium ships of the same role (experimental) can only be installed on certain ships purchased for [[Credits]] {{CR}}, and on all premium ships same role of a suitable rank.
: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.
: '''Unique''' modules can only be installed on the ship for which they were created.
 
: Modules by '[[Ellydium]]' technologies can be installed on alien ships, and some - on human ships of suitable role.
;Hierarchy of Module Efficiency
: The color of the active module icon indicates its type of impact: “red” means that the module deals thermal damage, “yellow” - kinetic, “blue” - EM damage, “purple” - other negative effects , '' green '' - impact on the hull, '' blue '' - on the shield, '' orange '' - on the weapons, '' grey '' - other effects (acceleration, invulnerability, etc.).
 
: The color of the bar at the bottom of the module icon (in [[Atlas]] - the frame around the module and the number) indicates its level: from {{Mk.1}} (white) to {{Mk.5}} (orange) .
:{| class="wikitable"
|-
|align=center|[[File:MkI-II.png‎]]
|align=center|'''Mk I'''
|The first level of item, bought from the warehouse with credits.
|-
|align=center|[[File:Overcharged.png‎]]
|align=center|'''Mk II'''
|Created by upgrading a Mk I item, either by paying credits or applying an upgrade kit found as loot.
|-
|align=center|[[File:MkIII.png‎]]
|align=center|'''Mk III'''
|Created by upgrading a Mk II item either with Galactic Standards or Loyalty Vouchers from the correct faction for that item.
|-
|align=center|[[File:Experimental.png‎]]
|align=center|'''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.
|-
|align=center|
|align=center|'''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 Open Space game mode.
|}
 
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:Боевыми модулями называются такие модули, которые игрок должен активировать вручную в выбранный им момент времени. После активации модуль работает некоторое время. Выключение модуля может происходить вручную или автоматически, это зависит от механики конкретного модуля.
:Боевые модули для своей работы потребляют энергию. При недостатке энергии возможны как блокировка боевого модуля, так и его преждевременное отключение.
:Боевые модули делятся на две части: '''ролевые''' и '''универсальные'''. Ролевые модули разделены на группы, соответствующие ролям кораблей, и предназначены для установки на корабли соответствующей роли. Универсальные модули предназначены для выживания в бою и могут быть установлены на любой корабль, независимо от его класса или роли, за исключением [[Эсминец|эсминцев]].
:'''Общие''' модули доступны для установки на все корабли подходящей роли.
:Модули, являющиеся '''"уникальными и для премиум кораблей той же роли" (экспериментальные)''', можно установить только на определенные корабли, покупаемые за [[Кредиты]]{{CR}}, и на все премиум корабли той же роли подходящего ранга.
:'''Уникальные''' модули можно установить только на тот корабль, для которого они созданы.
:Модули по технологиям '''"[[Эллидиум|Эллидиума]]"''' можно установить на корабли Чужих, а некоторые - и на обычные корабли подходящей роли.
:Цвет иконки боевого модуля показывает тип его воздействия: ''красный'' цвет означает, что модуль наносит термический урон, ''желтый''-кинетический, ''синий''-ЭМ урон, ''фиолетовый''-прочие негативные воздействия, ''зеленый''-воздействие на корпус, ''голубой''-на щит, ''оранжевый''-на орудия, ''серый''-прочие воздействия (ускорение, неуязвимость и др.).
:Цвет полоски снизу иконки модуля (в [[Атлас развития|атласе]]-рамка вокруг модуля и цифра) показывает уровень его прокачки: от {{Mk.1}} (белый) до {{Mk.5}} (оранжевый).
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=Types of modules=
=Types of modules=
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Revision as of 15:52, 9 April 2019


Active modules are such modules that the player must activate manually at his chosen point in time. After activation, the module works for some time. Switching off a module can occur manually or automatically, it depends on the mechanics of a particular module.
Active modules consume energy for their work. With a lack of energy, both blocking the active module and its premature shutdown are possible.
The acive modules are divided into two parts: the role and the multipurpose ones. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role. Multipurpose modules are designed to survive in battle and can be installed on any ship, regardless of its class or role, with the exception of destroyers.
Common modules are available for installation on all ships of a suitable role.
Modules that are unique for premium ships of the same role (experimental) can only be installed on certain ships purchased for Credits , and on all premium ships same role of a suitable rank.
Unique modules can only be installed on the ship for which they were created.
Modules by 'Ellydium' technologies can be installed on alien ships, and some - on human ships of suitable role.
The color of the active module icon indicates its type of impact: “red” means that the module deals thermal damage, “yellow” - kinetic, “blue” - EM damage, “purple” - other negative effects , green - impact on the hull, blue - on the shield, orange - on the weapons, grey - other effects (acceleration, invulnerability, etc.).
The color of the bar at the bottom of the module icon (in Atlas - the frame around the module and the number) indicates its level: from Mk.1 (white) to Mk.5 (orange) .

Types of modules

Multipurpose modules

- for small ships

- for destroyers

- Ellydium


Common

Name Icon Tiers Description
IR Flares 1+ Deflects guided missiles on activation. Does not affect unguided missiles or mines.
Multiphase Shield Adapter 2+ Greatly increases shield resistances for a short time
Nanocomposite Coating 2+ Greatly increases hull resistances for a short time
Shield Booster 1+ Restores some of your shields over 8 seconds
Repair Kit 1+ Instantly restores some of your hull. Has a long cooldown.

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 2+ 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 2+ Cloaks your ship for a short time, consuming energy to do so.
Parasitic Remodulator 2+ 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