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Propulsion equipment: Difference between revisions

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===Micro Jump Field Generator===
===Micro Jump Field Generator===
Micro Jump Field Generators (MJFGs or booshes) are similar to Micro Jump Drives but they have several important differences.
*Only [[Command Destroyer|Command Destroyers]] can fit Micro Jump Field Generators.
*A Micro Jump Field Generator does not only move the ship itself but booshes most objects which are less than 6 km from the boosher. That includes ships except [[Capital ships]], (jump) freighters, and orcas. Drones, fighters, bombs, warp disrupt probes are jumped too.
*[[Warp Scrambler|Warp scramblers]] prevent the boosher or its targets to be jumped. This can be used in a defensive manner by fleet members scramming each other.
*Ships which are invulverable can't be booshed away (undock timer, gate cloak, tether, the short invul time after you drop out of warp as examples).
*It can't be used in [[Highsec|highsec]]. You gain a {{icon|timer weapons|16}} [[Timers#Weapon Timer|weapon timer]] for 60 seconds that means you cannot take a gate or dock during that. In lowsec your safeties need to be red as you can potentially gain a {{icon|timer criminal|16}} [[Timers#Criminal_Timer|criminal timer]]. (Compare to ECM burst and smartbombs. No clue under which circumstances you would gain the timer.) For this reason logis should also set their safeties to red if a boosher is in a lowsec fleet.
*The spool time is a bit shorter being 9 s before skills and is reduced by the skills {{sk|Micro Jump Drive Operation}} and {{sk|Command Destroyers}}.


Micro Jump Field Generators (MJFG) are similar to Micro Jump Drives. But instead of jumping only one ship MJFGs jumps all ships in 6 km range of the ship using the module.
Micro Jump Field Generators open up many interesting tactics:
 
*You can split up hostile fleets respectively isolate targets.
Only command destroyers can use Micro Jump Field Generators. It's not possible to use this module in high sec, it can't pull invulnerable targets (ships that have just undocked or just jumped through a gate and are still cloaked) and capitals are not affected by it.
*You can use it as an escape tool for fleets.
 
*With many command destroyers you can chain booshers and make slow sniper fleets move around the grid quickly, allowing them to "kite" enemies that would otherwise catch up with them.
Operation of MJFGs is almost identical to MJD operation. The only difference is that it jumps all vulnerable ships, drones, bombs etc. in 6 km radius. Scramblers can also prevent their targets from getting jumped. This way the ship with MJFG and some of the ships near it can be jumped, while others stay in their places. This can be used in various ways, for example: to split up hostile fleets respectively isolate targets, as a escape tool for fleets and to make slow sniper fleets move around the grid quickly, allowing them to "kite" enemies that would otherwise catch up with them. With several command destroyers the jumps can be chained, the long cooldown of 160s only applies to the specific module itself.
*You can suddenly get on top of a target to tackle it. Remember that you can boosh a warp disrupt probe.


=== Mobile Micro Jump Unit ===
=== Mobile Micro Jump Unit ===