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→Example on Warp Core Stabilizer Mechanics: Language Editing |
→Warp core stabilizers: Added reference to when Warp Core Stabilizers became active modules |
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=== Warp core stabilizers === | === Warp core stabilizers === | ||
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are active, low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities (always-on drawback), but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have a period of 10-18 seconds during which they are active, and 150s cool-down between uses. Only one Warp Core Stabilizer can be fitted to a ship. | The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are active, low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities (always-on drawback), but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have a period of 10-18 seconds during which they are active, and 150s cool-down between uses. Only one Warp Core Stabilizer can be fitted to a ship. | ||
{{Expansion past| | |||
'''May 2021 Release - 2021-05-18''' | |||
Before, Warp Core Stabilizers were passive modules. That is why the stabilizing effect was permanent and hence there was no activation duration necessary. Starting with "[https://www.eveonline.com/news/view/nullification-and-warp-module-update-live-now Nullification and Warp Module Update]" they became active modules. | |||
}} | |||
To allow a ship to escape tackling, the warp core strength of the victim must be '''equal or higher''' than the total value of warp scramble strength imposed on the victim by the tacklers. To escape tackling, this condition must hold true both when the "warp" button is pressed and when the ship effectively goes into warp. That is why, for the victim alignment to the destination prior to activating the Warp Core Stabilizer is important, if the align time of the ship is longer than the activation duration of Warp Core Stabilizer. | To allow a ship to escape tackling, the warp core strength of the victim must be '''equal or higher''' than the total value of warp scramble strength imposed on the victim by the tacklers. To escape tackling, this condition must hold true both when the "warp" button is pressed and when the ship effectively goes into warp. That is why, for the victim alignment to the destination prior to activating the Warp Core Stabilizer is important, if the align time of the ship is longer than the activation duration of Warp Core Stabilizer. | ||