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→Micro Jump Field Generator: changes that only up to 25 ships are jumped added. |
→Micro Jump Field Generator: Clarification and tone-shift of several points |
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===Micro Jump Field Generator=== | ===Micro Jump Field Generator=== | ||
Micro Jump Field Generators (MJFGs or booshes) are similar to Micro Jump Drives but they have several important differences. | Micro Jump Field Generators (MJFGs or booshes) are similar to Micro Jump Drives but they have several important differences. | ||
*Only [[Command Destroyer|Command Destroyers]] can fit Micro Jump Field Generators. | * Only [[Command Destroyer|Command Destroyers]] can fit Micro Jump Field Generators. | ||
*A Micro Jump Field Generator does not only move the ship itself but | * A Micro Jump Field Generator does not only move the ship itself, but also moves most objects which are within 6km of the boosher. Up to twenty-five ships will be carried along. | ||
*[[Warp Scrambler|Warp scramblers]] prevent the boosher or its targets | ** [[Drones]], [[Fighters]], [[Bombs]], and [[Interdictors#About the "bubble" (Warp Disrupt Probe)|Warp Disrupt Probes]] will also be moved, however will not count against the 25-ship limit. | ||
*Ships which are | ** [[Capital ships]], ([[Jump Freighter|Jump]]) [[Freighter]]s, [[Orca]]s, and Deployables will not be moved. | ||
* | * [[Warp Scrambler|Warp scramblers]] prevent the boosher or its targets from being jumped. (Any target that is scrammed will not be jumped, or if the boosher themself is scrammed nobody will be jumped.) This can be used defensively by fleet members scramming each other to prevent being separated. | ||
*The spool time is a bit shorter | * Ships which are invulnerable can't be booshed away (undock timer, gate cloak, tether, the short invuln time after you drop out of warp as examples). | ||
* MJFGs cannot be used in [[Highsec]]. Activating one gives the user a {{icon|timer weapons|16}} [[Timers#Weapon Timer|weapon timer]] for 60 seconds (meaning you cannot take a gate or dock after using one). In lowsec your [[Safety settings]] need to be red as you can potentially gain a {{icon|timer criminal|16}} [[Timers#Criminal_Timer|criminal timer]]. (Compare to ECM burst and smartbombs. However, it is not known what circumstances would give a criminal timer.) For this reason logistics pilots should also set their safeties to red if a boosher is in a lowsec fleet. | |||
* The spool time is a bit shorter (9s before skills) and is reduced by the skills {{sk|Micro Jump Drive Operation}} and {{sk|Command Destroyers}} down to a minimum of 6s (5.06s, rounded up). | |||
* Objects can only be affected by one boosh in a single server tick (second). However, multiple booshes over consecutive ticks will still take effect. | |||
Micro Jump Field Generators open up many interesting tactics: | Micro Jump Field Generators open up many interesting tactics: | ||
*You can split up hostile fleets | * You can split up hostile fleets and isolate targets. | ||
*You can use it as an escape tool for fleets. | * You can use it as an escape tool for fleets. | ||
*With many command destroyers you can chain booshers and make slow sniper fleets move around the grid quickly, allowing them to "kite" enemies that would otherwise catch up with them. | * With many command destroyers you can chain booshers and make slow sniper fleets move around the grid quickly, allowing them to "kite" enemies that would otherwise catch up with them. | ||
*You can suddenly get on top of a target to tackle it. Remember that you can boosh a warp disrupt probe. | * You can suddenly get on top of a target to tackle it. Remember that you can boosh a warp disrupt probe. | ||
{{expansion past| | {{expansion past| | ||
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion] | [https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion] | ||
Micro Jump Field Generator reworked to move a maximum of 25 capsuleer ships. All fighters, drones, probes and bombs will always be moved | Micro Jump Field Generator reworked to move a maximum of 25 capsuleer ships at once. All fighters, drones, probes and bombs will always be moved | ||
}} | }} | ||