More actions
→Command Bursts: also they cycle in 60s |
→Command Bursts: rewrote the difference T1 vs T2 |
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= Command Bursts = | = Command Bursts = | ||
The command burst modules come in five different variants, each with three different type of charges giving different effects, as well as a tech one and a tech two version of the command burst modules. | The command burst modules come in five different variants, each with three different type of charges giving different effects, as well as a tech one and a tech two version of the command burst modules. Compared to the {{co|coral|Command Burst I}}, the {{co|coral|Command Burst II}} consumes slightly more CPU and Powergrid to fit, and requires training in the burst's Specialization skill, but in exchange fires bursts which are '''25% stronger''' than the bursts of a tech I module. | ||
Upon activation of a {{co|coral|Command Burst}} module you will get a {{icon|timer weapons|16}} [[Timers#Weapon Timer|weapon timer]] for 60 seconds (equal to the module's 60 second cycle time) and the bonuses will spread amongst any and all fleet members within your area of effect range. Both the duration and area of effect range is highly influenced by your skills and if you're using any of the special [[#Command Mindlink implants|command mindlink implants]] or [[#Industrial core|industrial cores]]. | Upon activation of a {{co|coral|Command Burst}} module you will get a {{icon|timer weapons|16}} [[Timers#Weapon Timer|weapon timer]] for 60 seconds (equal to the module's 60 second cycle time) and the bonuses will spread amongst any and all fleet members within your area of effect range. Both the duration and area of effect range is highly influenced by your skills and if you're using any of the special [[#Command Mindlink implants|command mindlink implants]] or [[#Industrial core|industrial cores]]. | ||