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Undo revision 148878 by Arexand Oskold (talk) I'm an idiot Tag: Undo |
→Fitting for tackling: Added notes on Faction variants of modules. Added entry for Heavy Disruptors and Scramblers. |
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|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it makes the opponent's ship unable to warp away. This will disrupt the warpcore of the opponent's ship. | |<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it makes the opponent's ship unable to warp away. This will disrupt the warpcore of the opponent's ship. | ||
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. | The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most) | ||
Skill Requirements: | Skill Requirements: | ||
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|<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. | |<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 (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors. | ||
In addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators and micro warp drives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits. | In addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators and micro warp drives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits. | ||
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See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics. | See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics. | ||
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes. | |||
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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 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. | |<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 unscripted, the generator cycles in 30 seconds, and while it can be sustained it cannot be deactivated early. 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"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. 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. | While a warp disruption field generator is active, the ship activating it cannot be targeted by allied remote repairs or capacitor transmission. | ||
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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 [[#Warp disruption fields|Warp disruption fields]] for details. | * 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 | * With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere. | ||
* 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 | * 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 script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere. | ||
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any). | |||
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|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at. | |<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at. | ||
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. | The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most). | ||
Skill Requirements: | Skill Requirements: | ||
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|[[File:Icon warp disruptor i.png|link=|]][[File:Icon warp scrambler i.png|link=|]] | |||
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs. | |||
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points. | |||
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points. | |||
'''Skill Requirements:''' | |||
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module) | |||
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module) | |||
* {{sk|CPU Management|III}} | |||
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module) | |||
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module) | |||
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|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification. | |<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification. | ||