Difference between revisions of "User:Cassiel Seraphim/Sandbox"
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| style="background:#111111; padding:4px;" | '''Class 5''' | | style="background:#111111; padding:4px;" | '''Class 5''' | ||
| style="background:#111111; padding:4px;" | '''Class 6''' | | style="background:#111111; padding:4px;" | '''Class 6''' | ||
− | |- style="background: | + | |- style="background:#0A2A0A;" |
| style="text-align:left; padding:3px;" |'''Shield''' | | style="text-align:left; padding:3px;" |'''Shield''' | ||
| +25% | | +25% |
Revision as of 14:20, 4 May 2013
New icons
Warp scrambling | Warp disrupting | Energy neutralizing | Target painting | Webbing | Jamming |
---|---|---|---|---|---|
Scripts | Sensor Boosters | - |
---|---|---|
Hull | Resists | Damage |
---|---|---|
Hardeners | DC | Rigs |
---|---|---|
Template
Enemy | Description |
---|---|
Jamming Something | Textaboutsomething |
More icons
Sansha's Manual
Progression template
For resists:
Resists
Resist-table
Ship Stats | |||||||||
---|---|---|---|---|---|---|---|---|---|
2,500 HP | 60 % |
60 % |
60 % |
60 % | |||||
1,250 HP | 43 % |
43 % |
43 % |
43 % | |||||
625 HP | 0 % |
0 % |
0 % |
0 % |
Synth boosters
The synth boosters are expensive and only lasts for 30 minutes, but they are legal and has no drawbacks. It's not a common practice to use boosters, but if you're looking for that extra edge and is willing to pay for it, you can.
The first slot offers the following legal boosters:
Synth Blue Pill Booster (+3% shield boost) [1] |
Synth Exile Booster (+3% armour repairs) [2] |
Synth Mindflood Booster (+3% capacitor capacity) |
Synth X-Instinct Booster (-2,25% signature radius) |
The second slot offers the following legal boosters:
Synth Drop Booster (+3% turret tracking speed) | |
Synth Frentix Booster (+3% optimal range) | |
Synth Sooth Sayer Booster (+3% falloff range) |
The third slot offers the following legal booster:
Synth Crash Booster (+5% speed and +5% scan resolution) |
Know your flags and timers
Legality and flags are very important to have a good grasp on. Knowing what it means when you get the different flags is necessary so you can see when there's a potential problem. See Crimewatch for more details
Here's a short summary:
NPC flag
The NPC flag means that if you logout while in space, your ship will remain in space until the timer expires. You get this flag from shooting or being shot by an NPC and it will not be renewed once you lose connection or log off. |
PVP – This flag means you remain in space until the timer runs out. You get this flag from shooting or being shot by another player and the timer will be renewed after you log out or disconnect. So if someone finds you after you logged out they can keep your ship in space indefinitely. |
Weapons – This means you cannot change sessions, which means you cannot jump, dock or switch ships while this flag is active. You get this flag whenever you activate an offensive module against another player. Unlike the PvP-flag, you do not get this flag by being shot by another player. |
Suspect – ... |
Criminal – People can freely attack you without CONCORD interference. |
Suspect/Criminal - This pilot has recently committed criminal or suspicious acts in Empire space. This flag has two states – Suspect(yellow) and Criminal (red). The state is dependent on the severity of their actions and whether or not the actions were committed in Empire space. CONCORD will take action against pilots flagged as criminals in their space, but anyone with either state flagged is freely attackable by other capsuleers.
While at war
When your corporation or alliance is at war, the PvP flag becomes deceptively dangerous because assisting anyone with a PvP flag who is at war will flag you as a suspect. As such, it's important to avoid accidentally shooting corporation members, since that is a legal action in and by itself, but it will give you both PvP flags which in turn will either flag the logistics directly or make them inherit the flag, spreading it around. |
Expansions
... | ||
Retribution 1.0
|
Retribution 1.1
| |
Inferno 1.0
|
Stuff
Effects | Class 1 | Class 2 | Class 3 | Class 4 | Class 5 | Class 6 | |
Shield | +25% | +44% | +55% | +68% | +85% | +100% | |
Armor Resists | -10% | -19% | -27% | -34% | -41% | -50% | |
Capacitor Recharge Time | -10% | -19% | -27% | -34% | -41% | -50% | |
Targeting Range | +25% | +44% | +55% | +68% | +85% | +100% | |
Signature Radius | +25% | +44% | +55% | +68% | +85% | +100% |