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m Added definitions of "suspect offenses" and "criminal offenses" (which are not defined elsewhere), taken verbatim from CCP's Crimewatch documentation |
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This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment the cycle starts. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams, and bastion mode, will both start the weapon timer upon activation as well as keep it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The [[Command Burst]] module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates. | This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment the cycle starts. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams, and bastion mode, will both start the weapon timer upon activation as well as keep it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The [[Command Burst]] module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates. | ||
While this timer is active you cannot jump, dock or eject from, store, refit, or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadels]] or [[Engineering Complexes]] as long as you have a weapon timer. | While this timer is active you cannot jump, dock, use warp gates, or eject from, store, refit, or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadels]] or [[Engineering Complexes]] as long as you have a weapon timer. | ||
=== Legality Timers === | === Legality Timers === | ||