Difference between revisions of "Visual effects"
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Revision as of 11:57, 27 October 2021
Notes: Images and descryption update
This article or section is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well.
If this article or section has not been edited in several days, please remove this template.
This guide is intended to introduce beginners to the visual cues EVE Online has for the various modules, so that you can recognise what's being done to your ship in combat (and hopefully, how to counter it). Each visual effect has an animated GIF illustrating what it looks like.
However in case the animations do not load properly each effect also has a link to a static picture as well. (static images coming coon)
WARNING: picture heavy!
Local Repair Modules
Armour Repairer
An armour repairer, as the name suggests, actively repairs the ship's armour whilst the module is active.
The visibility of the armour repairer in action is limited to damaged sections of the ships model.
Hull Repairer
Just as the armour repairer repairs armour, the hull repairer repairs hull damage whilst active.
You won't often see this in space, since hull tanking is daft. Whilst similar to the armour repair animation. It will be visible only on damaged sections of the ships model.
Shield Booster
The shield booster does for shield what the two previous modules did for armour & hull.
The shield booster is easier to see. One thing which sets this apart from the armour & hull repairers is that the animation is offset from the ship surface.
Colour of shield hardening depends on ships faction of origin.
Active Hardener Modules
Armour Hardener
The armour hardener if activated increases armour resistance to incoming damage
Colour of armour hardening depends on ships faction of origin, not the module or the resistance type itself.
Shield Hardener
The shield hardener if activated increases shield resistance to incoming damage
Colour of shield hardening depends on ships faction of origin, not the module or the resistance type itself.
Remote Repair Modules
Armour/Hull Repairer
The remote armour repairer is used to repair your fleet mates taking damage.
Appears as a green and orange cone/cyclone which extends from the ship to the target. The remote hull repair module has exactly the same animation.
Shield Transporter
The remote shield repairer is known as a shield transporter, and repairs your fleet mates' shield damage. Note that despite its name, it does not reduce your own shield.
The shield transporter is seen as a blue star-burst and beam pointed at the target with a cone of blue rings moving towards the target.
Remote Energy Modules
For each of these modules, the ship on the right is activating the module, targeting the ship on the left.
Energy Transfer
Energy transfer takes a portion of your own capacitor and adds it to the target's. Thus, this is a module you use on a friendly ship to increase their capacitor.
The golden beams shift, strobe and move violently when the module is active.
Energy Destabilizer
An energy destabilizer - also known as a neutralizer or neut - removes some energy of the target ship's capacitor. Thus this is a hostile module you would activate on enemy ships to shut down their active modules.
This looks like an energy transfer effect, except blue & pink instead of gold.
Energy Vampire
Also known as a nosferatu or nos - the energy vampire takes some of the enemy's capacitor energy and adds it to your own. This can be useful for both annoying the enemy and helping to keep your own active modules running.
There is a red beam pointing towards the target with a shifting and spiraling red cyclone.
Still image for these three modules coming Soon™.
Warp Disruptor, Scrambler and Webifier
Both warp disruption and warp scrambling effects are imitating cone-like radio weave signals extending from ship to its target.
The webifier doesn't have a ship-to-ship effect, just a kind of circular ripple effect around the target.
Electronic Warfare
ECM Jammer
Modules designed for jamming targeting computers.
Burst Jammer is universal area of efect module able to disrupt targeting computers in the vicinity.
ECM Jammer is a focused cone-shaped beam designed to disrupt specific targeting systems.
Please note, that ECM and Remote Sensor Booster siganls are almost identical
Signal side-by-side comparison |
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Sensor Booster
A sensor booster increases a ship's targeting range and locking speed, making it easier to catch and pin down ships.
It will also increase ships sensor strenght making your ship less susceptible to jamming.
Tracking/Guidance Computer
Tracking Computer boosts your turrets tracking speed and optimal range.
Guidance Computer boosts missile flight time and accuracy.
Sensor Dampener/Tracking Disruptor
Tracking Disruptor will decrease turret tracking speed and optimal range.
Guidance Disruptor will decrease missile maximum flight time and accuracy.
Sensor Dampener will reduce ships maximum targeting range and locking speed.
Target Painter
CAUTION - powerful laser radiation. Avoid direct eye exposure !
(but makes stuff easier to hit)
Smartbomb
Smartbombs are bad news unless it's you doing it. Don't wait around to get blown up and podded. Smartbombs are bright and obvious - a huge explosion-effect centred on the ship.
Plasma Smartbomb
(dealing Thermal damage)
Remaining smartbomb visual effects | ||
---|---|---|
Graviton Smartbomb (dealing Kibnetic damage) |
EMP Smartbomb (dealing EM damage) |
Proton Smartbomb (dealing Explosive damage) |
Missile Warheads
Missiles, rockets and torpedoes go BOOM when they hit something.
Inferno Warhead
(dealing Thermal damage)
Remaining warhead explosion effects | ||
---|---|---|
Scourge Warhead (dealing Kibnetic damage) |
Mjolnir Warhead (dealing EM damage) |
Nova Warhead (dealing Explosive damage) |
Turret Fire
There are three main turret types and each of them have two subtypes.
Distinct visual effects allow for easy identification.
Different ammunition types may/will change tracer colour
Energy Turrets | |
---|---|
Beam Laser (hit) |
Beam Laser |
Pulse Laser (hit) |
Pulse Laser |
Hybrid Turret | |
---|---|
Railgun (hit) |
Railgun |
Blaster (hit) |
Blaster |
Projectile Turrets | |
---|---|
Artillery (hit) |
Artillery |
Autocannon (hit) |
Autocannon |
Cloaking Device
Your ship shimmers before disappearing from view.
Tractor Beam
This shows as a fluctuating cone of light blue light towards the target bringing it closer to the ship.
Salvager
A beam of white light hits the target and salvage process begins.
Scanners
Cargo Scanner (ships cargo hold is scanned)
Ship Scanner (ship equipment is scanned)
Survey Scanner (nearby asteroids are scanned)
Cynosural Beacon
Covert-Cynosural Field Generator is active
Cynosural Field Generator is active
Jump Portal
Jump portals can be generated only by Black-Ops and Titan class ships.
How actualy YOU will see when Jump Portal is active (most of the times, since animation is HUGE)
Jump Drive
Black-Ops battleships, Jump Freighters and Capital-sized ships are capable of traveling to remote solar systems without the use of Jump-Gates.
All they need is Cynosural Field they can lock on to.
Black-Ops Jump Drive activation
Capital Ship Jump Drive activation
Interdiction Bubble
Interdiction Sphere Generator activation
Heavy Interdictor activating Interdiction Sphere Generator
Triage
Apostle entering Triage mode
Notes
This guide has omitted some information due to its inaccessibility to the author. Please feel free to correct any mistakes, add more information or edit this list of graphical ship effects which were not included and need to be added in the future.
LoTTD:
- assault damage controll
- something something
- Warp stabiliser / Interdiction nullifier effect