More actions
→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''' | * 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 | * Locking a target (doesn't matter what) – will break immediately as lock starts, and won't refresh until target unlocked. | ||
* Moving outside the tethering range (see [[Tethering#Range|range]] below). | * Moving outside the tethering range (see [[Tethering#Range|range]] below). | ||
* Activating | * A ship that has been ejected from and is unpiloted will not be tethered. Your pod however, will be immediately tethered. | ||
* | * Activating specific modules, as below: | ||
* | ** '''Burst Jammer''' module. | ||
* | ** '''Command Burst''' module. | ||
* | ** '''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: | ||