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Partially wikified guide from the forums |
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The tech 1 ships that get bonuses for tracking disruption are: '''Crucifier''' and '''Arbitrator''' | The tech 1 ships that get bonuses for tracking disruption are: '''Crucifier''' and '''Arbitrator''' | ||
Tech 1 | {| class="wikitable" style="text-align:center" | ||
|+ Tracking Disruptor (TD) - Optimal ranges and falloffs | |||
! Item !! Optimal Range !! Falloff !! Optimal Range Modifier !! Falloff Modifier !! Tracking Speed Modifier | |||
|- | |||
! Tech 1 (No script) | |||
| 40km || 20km || -17.9% || -17.9% || -17.9% | |||
|- | |||
! Tech 1 (Optimal range script) | |||
Tech 1 | | 40km || 20km || -35.8% || -35.8% || -0% | ||
|- | |||
! Tech 1 (Tracking script) | |||
| 40km || 20km || -0% || -0% || -35.8% | |||
|- | |||
! Tech 2 (No script) | |||
| 48km || 24km || -20.1% || -20.1% || -20.1% | |||
|- | |||
Tech 1 | ! Tech 2 (Optimal range script) | ||
| 48km || 24km || -40.2% || -40.2% || -0% | |||
|- | |||
! Tech 2 TD (Tracking script) | |||
| 48km || 24km || -0% || -0% || -40.2% | |||
|} | |||
Tech 2 | |||
Tech 2 | |||
Tech 2 | |||
Required skills: | Required skills: | ||
Electronics III | * Electronics III | ||
Tech 1: Weapon disruption I | * Tech 1: Weapon disruption I | ||
Tech 2: Weapon disruption II | * Tech 2: Weapon disruption II | ||
Note: Tracking disruption modules don't work against ships that use missiles. | Note: Tracking disruption modules don't work against ships that use missiles. | ||