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Propulsion equipment: Difference between revisions

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==Micro Jump Drives==
==Micro Jump Drives==


The '''Micro Jump Drive''' (MJD) is a propulsion module which, rather than making the ship move faster, teleports the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains its direction and velocity. Warp scramblers can be used to disrupt this module.
The '''Micro Jump Drive''' ("MJD") is a propulsion module which, rather than making the ship move faster, teleports the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains the direction and speed it had at the moment of MJD activation. Warp scramblers can be used to disrupt this module.


Micro jump drives can be used only on T1 and T2 [[Battleships]], [[Battlecruisers]], [[Battlecruisers#Command Ships|Command Ships]], and [[DST|Deep space transports]]. [[Marauders]] have a significantly reduced cooldown for this module.
Micro jump drives can only be fitted on [[battlecruisers]] and [[battleships]], their Tech 2 variants, [[Battlecruisers#Tech_2_Battlecruisers:_Command_Ships|command ships]], [[marauders]], and [[Battleships#Black_Ops_Battleships|Black Ops battleships]], and [[DST|Deep space transports]]. [[Marauders]] have a significantly reduced cooldown for this module.


Micro jump drives can be used offensively to close on a target or defensively to jump out.
Micro jump drives can be used offensively to close on a target, or defensively to jump out of a fight.


Micro jump drives are often used in combination with an afterburner or microwarpdrive, offering a secondary engagement or disengagement tool. (Their long cooldown precludes their use as a primary mobility module, except when used by Marauders.)
Micro jump drives are often used in combination with an afterburner or microwarpdrive, offering a secondary engagement or disengagement tool. Their long cooldown precludes their use as a primary mobility module, except when used by Marauders.


=== Micro Jump Drive operation ===
=== Micro Jump Drive operation ===


When the module is activated the module spools up for 12 seconds (reduced to a minimum of 9 seconds by {{sk|Micro Jump Drive Operation}}). During this time the ship can not ''voluntarily'' change its direction (however it may unpredictably change course if it bumps into an immovable object). The signature radius of the ship is also increased by 150% during the spool up time. A ship attempting to activate an MJD gains a visible orange-white rippling cone in front of it.
When a MJD is activated, the module spools up for 12 seconds (reduced to a minimum of 9 seconds by the skill {{sk|Micro Jump Drive Operation}}). During this time, the ship can not ''voluntarily'' change its direction, though it may unpredictably change course if it bumps into an immovable object. The signature radius of the ship is also increased by 150% during the spool-up time. A ship attempting to activate an MJD gains a visible orange-white rippling cone effect in front of it.


The jump is interrupted if the jumping ship is warp scrambled, [[Cloaking|cloaked]], or has an active Bastion Module, at the moment when spool up time ends. Warp Core Stabilizers will not prevent the jump from being interrupted. Interdiction bubbles and warp ''disruptors'' have no effect on micro jump drives. Like other prop modules, the MJD cannot be deactivated before its cycle ends.
The jump is interrupted if the jumping ship is warp scrambled, [[Cloaking|cloaked]], or has an active Bastion Module, at the moment when spool up time ends. Warp Core Stabilizers will not prevent the jump from being interrupted. Interdiction bubbles and warp ''disruptors'' have no effect on micro jump drives. Like other prop modules, the MJD cannot be deactivated before its cycle ends.


After spool up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped.
After the spool-up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped.


After the jump has been completed or aborted by scrambler the MJD module enters 180 seconds long cooldown period that must pass before the module can be used again. Even if the jump fails the module will enter cooldown period. This cooldown period is reduced to 54 seconds on [[Marauders]], allowing them to activate an MJD to move, then activate one cycle of their Bastion Module on landing, and then jump again when the Bastion ends.
After the jump has been completed (or aborted by scrambler) the MJD enters an 180-second cooldown period before it can be used again. Even if the jump fails, the module will still enter its cooldown period. This cooldown period is reduced to 54 seconds on [[Marauders]], allowing them to activate an MJD to move, then activate one cycle of their Bastion Module on landing, and then jump again when the Bastion ends.


===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 let pilots move surrounding ships and objects with them.  
* Only [[Command Destroyer|Command Destroyers]] (which are sometimes nicknamed "Jump Destroyers" for this reason) can fit Micro Jump Field Generators.  
 
* 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.
Only [[Command Destroyer|Command Destroyers]] can fit Micro Jump Field Generators; they are sometimes nicknamed "Jump Destroyers" or "booshers" for this reason. MJFGs have the following mechanics:
** [[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.  
 
** [[Capital ships]], ([[Jump Freighter|Jump]]) [[Freighter]]s, [[Orca]]s, and Deployables will '''NOT''' be moved.  
* A Micro Jump Field Generator moves not only the ship itself, but also most objects which are within 6 km of the boosher. Up to 25 ships will be carried along.
* [[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.  
** [[Drones]], [[fighters]], [[bombs]], and [[Interdictors#About the "bubble" (Warp Disrupt Probe)|Warp Disrupt Probes]] will also be moved, and will not count towards the 25-ship limit.  
* 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).
** [[Capital ships]], ([[Jump Freighter|Jump]]) [[Freighter]]s, [[Orca]]s, and deployables will ''not'' be moved.  
* 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.
* [[Warp Scrambler|Warp scramblers]] prevent the boosher or its targets from being jumped.  
* 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). While spooling, the Command Destroyer cannot change direction or speed, and a blue ring of light with a glowing spark in the middle appears in front of it. (However, if the Command Destroyer bumps into a large enough object to change its course, that will affect the direction the jump fires in.)
** Any target that is scrammed will not be jumped
** If the boosher ship itself is scrammed, the MFJG will fail, and nobody will be jumped, much like a MJD.
** This can be used defensively by fleet members scramming each other to prevent separation, or scramming the boosher to prevent drive activation.  
* Ships which are in an invulnerable state can't be booshed. Some example states are the undock timer, gate cloak, tether, the and short invulnerability time enjoyed by a ship which has just dropped out of warp.
* MJFGs cannot be used in [[Highsec]].
* Activating a MJFG 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, the boosher's [[safety settings]] need to be red, booshing can give 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-up time is a bit shorter (9 seconds before skills) and is reduced by the skills {{sk|Micro Jump Drive Operation}} and {{sk|Command Destroyers}} down to a minimum of 6 seconds (5.06s, rounded up by the server tick).  
* Objects can only be affected by one boosh in a single server tick (second). However, multiple booshes over consecutive ticks will still take effect.
* Objects can only be affected by one boosh in a single server tick (second). However, multiple booshes over consecutive ticks will still take effect.
* While spooling, the Command Destroyer cannot ''voluntarily'' change direction or speed, and a blue ring of light with a glowing spark in the middle appears in front of it. (However, if the Command Destroyer bumps into a large enough object to change its course, that will affect the direction the jump fires in.)


Micro Jump Field Generators open up many interesting tactics:
Micro Jump Field Generators open up many interesting tactics:
* You can split up hostile fleets and isolate targets.
* You can use them to split up hostile fleets and isolate targets.
* You can use it as an escape tool for fleets.
* You can use the MJFG 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 multiple 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: rmember 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 at once. 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.
}}
}}


=== Mobile Micro Jump Unit ===
=== Mobile Micro Jump Unit ===


Mobile Micro Jump Units may be deployed in space, with modest restrictions on proximity to stargates, stations, starbases or Upwell structures. They allow all nearby ships (within 2.5km) to jump themselves 100km away in whatever direction they are facing, by right-clicking the Unit and selecting ''Jump''. Jumping using a Mobile Micro unit has a 12-second spool-up, not reduced by skills, and produces the same orange-white rippling cone visual as using a Micro Jump Drive.
Mobile Micro Jump Units may be deployed in space, with modest restrictions on proximity to stargates, stations, starbases or Upwell structures. They allow all nearby ships (within 2.5 km) to jump themselves 100 km away in whatever direction they are facing, by right-clicking the Unit and selecting ''Jump''. Jumping using a Mobile Micro unit has a 12-second spool-up, not reduced by skills, and produces the same orange-white rippling cone visual as using a Micro Jump Drive.


The unit occupies 50m3 cargo space, takes one minute to deploy, cannot be picked up once deployed, and lasts for two days if not destroyed.  For ships up to 1 million tonnes (including the [[Rorqual]]), it can provide a brief window of escape to jump 100km and then try to warp away if under attack.
The unit occupies 50m3 cargo space, takes one minute to deploy, cannot be picked up once deployed, and lasts for two days if not destroyed.  For ships up to 1 million tonnes (including the [[Rorqual]]), it can provide a brief window of escape to jump 100km and then try to warp away if under attack.