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Afterburners ("ABs") and microwarpdrives ("MWDs") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules, which when activated consume capacitor energy to significantly increase a ship's top speed and acceleration, but also increase its mass, making it less maneuverable. | Afterburners ("ABs") and microwarpdrives ("MWDs") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules, which when activated consume capacitor energy to significantly increase a ship's top speed and acceleration, but also increase its mass, making it less maneuverable. | ||
Afterburners boost a ship's maximum speed by around | Afterburners boost a ship's maximum speed by around 130-200%, while microwarpdrives increase speed by around 500-700%. Compared with afterburners, then, microwarpdrives offer a much greater speed boost. However, they also use more capacitor energy, reduce the ship's total capacitor capacity when fitted, increase the ship's [[signature radius]] when active, can be shut down by [[scram|warp scramblers]], and are generally harder to fit. | ||
Afterburners and microwarpdrives both have 10-second cycle times, and cannot be deactivated prematurely. However, the cycle time of afterburners can be reduced to a minimum of 7.5 seconds by training the skill {{sk|Afterburner}}. Capital ship-sized afterburners and microwarpdrives have 20-second cycle times instead. These modules do not have cooldowns, and can be left running continuously, provided capacitor energy is available. | Afterburners and microwarpdrives both have 10-second cycle times, and cannot be deactivated prematurely. However, the cycle time of afterburners can be reduced to a minimum of 7.5 seconds by training the skill {{sk|Afterburner}}. Capital ship-sized afterburners and microwarpdrives have 20-second cycle times instead. These modules do not have cooldowns, and can be left running continuously, provided capacitor energy is available. | ||
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* Ships which are in an invulnerable state can't be booshed. Some example states are the undock timer, gate cloak, tether, and the short invulnerability time enjoyed by a ship which has just dropped out of warp. | * Ships which are in an invulnerable state can't be booshed. Some example states are the undock timer, gate cloak, tether, and the short invulnerability time enjoyed by a ship which has just dropped out of warp. | ||
* MJFGs cannot be used in [[Highsec]]. | * MJFGs cannot be used in [[Highsec]]. | ||
* Activating a MJFG gives the user a | * Activating a MJFG gives the user a [[image:icon_timer_weapons.png|16px|link=]] [[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 [[image:icon_timer_criminal.png|16px|link=]] [[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. | ** 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). | * 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). | ||