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Timers: Difference between revisions

From EVE University Wiki
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You get a '''weapon timer''' whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens upon activation of a '''bastion'''-module on a marauder (but not for other siege-like modules) as well as activation of '''Command Burst'''-modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player.
You get a '''weapon timer''' whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens upon activation of a '''bastion'''-module on a marauder (but not for other siege-like modules) as well as activation of '''Command Burst'''-modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player.
 
The weapon timer will last for 60s after the last offensive module deactivates.
While this timer is active you cannot change sessions, which means you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by a Citadel as long as you have a weapon timer.
While this timer is active you cannot change sessions, which means you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by a Citadel as long as you have a weapon timer.