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→Fitting for tackling: Faction Scrams are 3 points |
→Fitting for tackling: Moved Interdiction Sphere above Warp Disrupt Field Generator. Rewrote Warp Disrupt Field Generator. New section, Warp Core Stabilizers. Notes on Nullified ships, and tackle T3Cs. Clarifications. |
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|[[File:Icon warp scrambler i.png|link=|]] | |[[File:Icon warp scrambler i.png|link=|]] | ||
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. But warp scramblers also disable the opponent's microwarpdrive, even when | |<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. But warp scramblers also disable the opponent's microwarpdrive, even when the target's warp core strength exceeds the strength of the scram. Having two or more warp core stabilizers will counter the scram and allow the target to warp, yet the microwarpdrive still won't work. | ||
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range, and warpcore disabling strengths of 3 points. | The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range, and warpcore disabling strengths of 3 points. | ||
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|[[File:Icon inderdiction sphere launcher.png|link=|]] | |||
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. | |||
This module can only be used by [[Interdictors]]. | |||
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics. | |||
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|[[File:Icon warp disruption field generator.png|link=|]] | |[[File:Icon warp disruption field generator.png|link=|]] | ||
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module | |<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy inderdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When used scripted, the generator targets its disruption on a single ship with increased range and an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system. | ||
While a warp disruption field generator is active, the ship activating it cannot be targeted by allied remote repairs or capacitor transmission. | |||
Different effects of the module: | Different effects of the module: | ||
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See | * Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details. | ||
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This can be used everywhere. | * With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This can be used everywhere. | ||
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This can be used everywhere. | * With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This can be used everywhere. | ||
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==Warp core stabilizers== | |||
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are low-slot modules which greatly weaken a ship's targeting range and scan resolution, but increase the ship's Warp Core Strength, allowing it to resist incoming Warp Disruptors. One Stabilizer gives one Strength, allowing the ship to resist one point of warp disruption. Stabilizers can be stacked, allowing ships to resist multiple Disruptors or even multiple Scramblers. [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field. | |||
Because of their innate sensor dampening, Warp Core Stabilizers should not be fitted to any combat ship, and should generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary. | |||
==Warp disruption fields== | ==Warp disruption fields== | ||
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There are three ways to create warp disruption fields: | There are three ways to create warp disruption fields: | ||
Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This | * Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. | ||
* Inderdiction sphere launcher on a [[interdictor]] destroyer. is used for launching an warp disrupt probe that instantly creates a warp disruption field near the launching point. The destroyer that launched the bubble is free to move but the bubble lasts for two minutes. | |||
Inderdiction sphere launcher on a [[interdictor]] destroyer. is used for launching an warp disrupt probe that instantly creates a warp disruption field near the launching point. The destroyer that launched the bubble is free to move but the bubble lasts for two minutes. | * Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up by the pilot who deployed them. | ||
Mobile | |||
All kinds of “bubbles” share common characteristic features: | All kinds of “bubbles” share common characteristic features: | ||
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* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives. | * Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives. | ||
* Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there). | * Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there). | ||
*Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge. | * Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge. | ||
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of the [[Interceptors#Fleet Interceptors|Fleet Interceptors]], and [[Strategic Cruisers]] fitted with the Interdiction Nullification subsystem. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles. | |||
[[File:warpdisruption.jpg]] | [[File:warpdisruption.jpg]] | ||
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[[Heavy Interdictors]] are the big brothers of inderdictors. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy inderdictors are able to put up a warp disruption bubble at will but | [[Heavy Interdictors]] are the big brothers of inderdictors. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy inderdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram. | ||
* {{sh|Broadsword}} | * {{sh|Broadsword}} | ||
* {{sh|Onyx}} | * {{sh|Onyx}} | ||
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* {{sh|Lachesis}} | * {{sh|Lachesis}} | ||
* {{sh|Arazu}} | * {{sh|Arazu}} | ||
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}. | |||
* {{sh|Loki}} | |||
* {{sh|Proteus}} | |||
In addition to the T2 ships there also exist wide variety of pirate ships with tackling related bonuses. | In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses. | ||
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle the extended range on these ships allows for kiting outside the enemy's effective range. | The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle the extended range on these ships allows for kiting outside the enemy's effective range. | ||
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The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier effectiveness. | The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web. | ||
* {{sh|Daredevil}} | * {{sh|Daredevil}} | ||
* {{sh|Vigilant}} | * {{sh|Vigilant}} | ||