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→Overheating defensive modules and remote shield boosters: Added information about overheating. |
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Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to kill something before it can be a threat. An example of that would be an artillery Loki tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to lock, little less jam anyone. | Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to kill something before it can be a threat. An example of that would be an artillery Loki tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to lock, little less jam anyone. | ||
== Overheating defensive modules and remote shield boosters == | |||
In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of overheating can often save your ship. | |||
Overheating an '''Invulnerability Field II''' module will increase its efficiency by 20% allowing you to push your resists up by a few percent, easily giving you a 10% reduction to incoming damage. An overheated '''Large Remote Shield Booster II''' module will lower the duration of the module by 15% giving them more than 17% more effective repairs. The combined effect of the two will usually buy you enough time to resolve the situation and get things under control again. | |||
= Advanced tactics = | = Advanced tactics = | ||