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Tethering: Difference between revisions

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Telinchei (talk | contribs)
Tethering mechanics: notes on locking targets
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The following actions or conditions will {{co|coral|prevent}} tethering:
The following actions or conditions will {{co|coral|prevent}} tethering:
* Having an active [[Timers#Weapon Timer|weapon timer]].
* Having an active [[Timers#Weapon Timer|weapon timer]].
* If you're '''warp disrupted''' or '''scrambled''' and the offensive strength overcomes your defensive warp core strength (see [[warp disruption]] for more information).
* If you're '''warp disrupted''' or '''scrambled''' so that the offensive strength overcomes your defensive warp core strength (see [[warp disruption]] for more information).
* If you do not have docking rights at the structure.
* If you do not have docking rights at the structure.


The following actions or conditions will {{co|crimson|break}} tethering:
The following actions or conditions will {{co|crimson|break}} tethering:
* Locking something (doesn't matter what).
* Locking a target (doesn't matter what) – will break immediately as lock starts, and won't refresh until target unlocked.
* Ejecting from your ship.
* Moving outside the tethering range (see [[Tethering#Range|range]] below).
* Moving outside the tethering range (see [[Tethering#Range|range]] below).
* Activating a '''Burst Jammer''' module.
* A ship that has been ejected from and is unpiloted will not be tethered. Your pod however, will be immediately tethered.
* Activating a '''Siege''' module.
* Activating specific modules, as below:
* Activating a '''Triage''' module.
** '''Burst Jammer''' module.
* Activating a '''Command Burst''' module.
** '''Command Burst''' module.
* Activating a '''Cynosural Field Generator'''.
** '''Cynosural Field Generator'''.
** '''Siege''' module.
** '''Triage''' module.


While tethered you're {{co|orangered|unable to}} take certain actions:
While tethered you're {{co|orangered|unable to}} take certain actions: