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== Modules == | == Modules == | ||
Remote repair can be used to restore HP to a ship's shield, armor, or hull, via | Remote repair can be used to restore HP to a ship's shield, armor, or hull, via multiple different types high-slot, remote repair modules. These modules have some important differences. | ||
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|'''{{co|wheat|Drone repair augmentor}}''' Increasaes logistic drone repair amount at the cost of CPU capacity. | |'''{{co|wheat|Drone repair augmentor}}''' Increasaes logistic drone repair amount at the cost of CPU capacity. | ||
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===Mutadaptive Remote Armor Repairers=== | |||
[[File:Rodiva_vs_exequror.png|thumb|right|Remote repair of [[Exequror]] with standard T2 remote repairers compared to [[Rodiva]] with T2 mutadaptive remote repairers. Both with all V skills.]] | |||
Mutadaptive Remote Armor Repairers are a type of remote armor repairer. Only Heavy (Medium) versions exists, and they can only be fitted onto a [[Rodiva]] or [[Zarmazd]]. Only one Mutadaptive Remote Armor Repairer can be fit onto a ship, which substitutes for multiple conventional remote armor repairers. The mutadaptive repairers have a spooling effect, where they will repair more HP the longer they have been active on a target. It takes 15 cycles (90 seconds) for a Mutadaptive Remote Armor Repairer to reach full strength. Mutadaptive Amor Repairers have no Falloff range and will deactivate immediately upon their target leaving optimal range, and if deactivated for any reason reset to their minimum effectiveness. | |||
===Ancillary Remote Repair Modules=== | ===Ancillary Remote Repair Modules=== | ||
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Ancillary Remote Armor Repairers (ARARs) are loaded with nanite repair paste. They are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement. | Ancillary Remote Armor Repairers (ARARs) are loaded with nanite repair paste. They are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement. | ||
==Remote Repair vs. Local Repair== | ==Remote Repair vs. Local Repair== | ||