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Timers: Difference between revisions

From EVE University Wiki
Weapon Timer: Clarified the different behaviours of the weapon timer for instant and persistent modules.
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| valign="top" nowrap style="background:#151515;" | {{co|red|'''Weapons Timer'''}}<br>'''Cause:''' Aggression against another capsuleer.<br>'''Consequence:''' Unable to dock or use stargates (60 seconds).
| valign="top" nowrap style="background:#151515;" | {{co|red|'''Weapons Timer'''}}<br>'''Cause:''' Aggression against another capsuleer.<br>'''Consequence:''' Unable to dock or use stargates (60 seconds).
|}
|}
You get a '''weapon timer''' whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens upon activation of a '''bastion'''-module on a marauder (but not for other siege-like modules) as well as activation of '''Command Burst'''-modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player.
You get a '''weapon timer''' whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a '''bastion'''-module on a marauder (but not for other siege-like modules) as well as activation of '''Command Burst'''-modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player.
The weapon timer will last for 60s after the last offensive module deactivates.
 
While this timer is active you cannot change sessions, which means you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by a Citadel as long as you have a weapon timer.
This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment of the cycle starting. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams and bastion mode, will both start the weapon timer upon activation as well as keeping it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The [[Command Burst]] module is an exception to this, it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates.
 
While this timer is active you cannot change sessions, which means you cannot jump, dock or eject from, store, refit or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadel]]s or [[Engineering Complexes]] as long as you have a weapon timer.


== Legality Timers ==
== Legality Timers ==