Difference between revisions of "Visual effects"

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[[Image:Armour repair.gif]]  
 
[[Image:Armour repair.gif]]  
  
The visibility of the armour repairer depends a lot on the ship. Some ships are easy to see repairing, others are not.  
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The visibility of the armour repairer depends a lot on the ship. Some ships are easy to see repairing, others are not.  For instance, this effect on the Hurricane (the ship in this animation) is not so easy to see in space, whereas this animation is very obvious on Amarr battleships due to their design.
  
 
=== Hull Repairer  ===
 
=== Hull Repairer  ===

Revision as of 16:54, 20 February 2011

This guide is intended to introduce beginners to the visual cues EVE Online has for the various modules, so that you can recognise what's being done to your ship in combat (and hopefully, how to counter it). Each visual effect has an animated GIF illustrating what it looks like, however in case the animations do not load properly in your in-game browser each effect also has a link to a static picture as well.


WARNING: picture heavy!


Local Repair Modules

Armour Repairer

An armour repairer, as the name suggests, actively repairs the ship's armour whilst the module is active.

Armour repair.gif

The visibility of the armour repairer depends a lot on the ship. Some ships are easy to see repairing, others are not. For instance, this effect on the Hurricane (the ship in this animation) is not so easy to see in space, whereas this animation is very obvious on Amarr battleships due to their design.

Hull Repairer

Just as the armour repaire repairs armour, the hull repairer repairs hull damage whilst active.

Hull repair.gif

You won't often see this in space, since hull tanking is daft. Whilst similar to the armour repair animation, it is greener and sharper, and the animations are faster.

Shield Booster

The shield booster does for shield what the two previous modules did for armour & hull.

Shieldbooster.gif

The shield booster is the easiest of these three to see. One thing which sets this apart from the armour & hull repairers is that the animation is offset from the ship surface.

For all three, here is a still picture on a different ship: Media:CuesLocalreppers.JPG

Remote Repair Modules

Armour Repairer

The remote armour repairer is used to repair your fleet mates taking damage.

ArmourRR.gif

Appears as a green and orange cone/cyclone which extends from the ship to the target. In this animation, the Hurricane on the right is repairing the Blackbird on the left. The remote hull repair module has exactly the same animation.

Shield Transporter

The remote shield repairer is known as a shield transporter, and repairs your fleet mates' shield damage. Note that despite its name, it does not reduce your own shield.

ShieldRR.gif

The shield transporter is seen as a blue star-burst and beam pointed at the target with a cone of blue rings moving towards the target. Again, the Hurricane on the right is repairing the Blackbird on the left.

For all remote repair modules, here's a still image: Media:CuesRemote.JPG

Remote Energy Modules

For each of these modules, the Hurricane on the right is activating the module, targeting the ship on the left.

Energy Transfer

Energy transfer takes a portion of your own capacitor and adds it to the target's. Thus, this is a module you use on a friendly ship to increase their capacitor.

Energytransfer.gif

The golden beams shift, strobe and move violently when the module is active.

Energy Destabilizer

An energy destabilizer - also known as a neutralizer or neut - removes some energy of the target ship's capacitor. Thus this is a hostile module you would activate on enemy ships to shut down their active modules.

Neut.gif

This looks like an energy transfer effect, except blue & pink instead of gold.

Energy Vampire

Also known as a nosferatu or nos - the energy vampire takes some of the enemy's capacitor energy and adds it to your own. This can be useful for both annoying the enemy and helping to keep your own active modules running.

Nos.gif

There is a red beam pointing towards the target with a shifting and spiraling red cyclone.

For the neutraliser & nosferatu modules, here's a still image: Media:CuesRemote.JPG

Warp Scrambler and Webifier

Cuesscramandweb.JPG

This Picture illustrates the warp scrambler and the webifier in action.

The warp scrambler is seen on the left with the very faint blue cone extending from the ship towards the can.

The weibifier is seen as a small and faint star-burst effect around the targeted object.

Electronic Counter Measures

CuesEcm.JPG

Seen here, clockwise from left, is the ECCM, target painter and tracking disruptor.

ECCM is characterized by a blue wave effect coming from the ship as if water.

Target painters are seen as bright red beams between the ship and its target.

The tracking disruptor, sensor dampeners and remote sensor boosters all share the same effect. A faint blue wave emanates from the user and extends towards the target.

Local Sensor Booster

A sensor booster increases a ship's targeting range and locking speed, making it easier to catch and pin down ships.

Sensorbooster.gif

The ship flashes and strobes white light. Picture: Media:Local_sensor_booster.JPG

Notes

This guide has omitted some information due to its inaccessibility to the author. Please feel free to correct any mistakes, add more information or edit this list of graphical ship effects which were not included and need to be added in the future.

  • Cyno field generator
  • Cloaking device
  • Jump portal/gate jump
  • Jump bridge
  • Tractor beam
  • Tracking computer
  • Salvager