Difference between revisions of "Visual effects"

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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.  
+
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. <br>
 +
However in case the animations do not load properly each effect also has a link to a static picture as well. (static images coming soon)
 +
 
  
<br>
 
  
 
'''WARNING: picture heavy!'''  
 
'''WARNING: picture heavy!'''  
  
<br>
+
 
  
 
== Local Repair Modules  ==
 
== Local Repair Modules  ==
Line 13: Line 14:
 
An armour repairer, as the name suggests, actively repairs the ship's armour whilst the module is active.  
 
An armour repairer, as the name suggests, actively repairs the ship's armour whilst the module is active.  
  
[[Image:Armour repair.gif]]  
+
[[image:visual2017_armor_repairer.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.  
+
The visibility of the armour repairer in action is limited to damaged sections of the ships model.
  
 
=== Hull Repairer  ===
 
=== Hull Repairer  ===
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Just as the armour repairer repairs armour, the hull repairer repairs hull damage whilst active.  
 
Just as the armour repairer repairs armour, the hull repairer repairs hull damage whilst active.  
  
[[Image:Hull repair.gif]]  
+
[[Image:visual2017_hull_repairer.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.  
+
You won't often see this in space, since active hull tanking is daft. Whilst similar to the armour repair animation. It will be visible only on damaged sections of the ships model.
  
 
=== Shield Booster  ===
 
=== Shield Booster  ===
Line 29: Line 30:
 
The shield booster does for shield what the two previous modules did for armour &amp; hull.  
 
The shield booster does for shield what the two previous modules did for armour &amp; hull.  
  
[[Image:Shieldbooster.gif]]  
+
[[Image:visual2017_shield_booster.gif]]  
 +
 
 +
The shield booster is easier to see. One thing which sets this apart from the armour &amp; hull repairers is that the animation is offset from the ship surface.
 +
 
 +
Colour of shield hardening depends on ships faction of origin.
 +
 
 +
== Active Hardener Modules  ==
 +
 
 +
=== Armour Hardener  ===
  
The shield booster is the easiest of these three to see. One thing which sets this apart from the armour &amp; hull repairers is that the animation is offset from the ship surface.
+
The armour hardener if activated increases armour resistance to incoming damage
  
For all three, here is a still picture on a different ship: [[Media:CuesLocalreppers.JPG]]  
+
[[Image:visual2017_armor_hardener.gif]]
 +
 
 +
Colour of armour hardening depends on ships faction of origin, not the module or the resistance type itself.
 +
 
 +
=== Shield Hardener  ===
 +
 
 +
The shield hardener if activated increases shield resistance to incoming damage
 +
 
 +
[[Image:visual2017_shield_hardener.gif]]
 +
 
 +
Colour of shield hardening depends on ships faction of origin, not the module or the resistance type itself.
 +
 
 +
== Assault Damage Control ==
 +
 
 +
[[Image:visual2023_assault_damage_control.gif]]
 +
 
 +
Visual effect is similar to warp stabilization effect.
  
 
== Remote Repair Modules  ==
 
== Remote Repair Modules  ==
  
=== Armour Repairer  ===
+
=== Armour/Hull Repairer  ===
  
 
The remote armour repairer is used to repair your fleet mates taking damage.  
 
The remote armour repairer is used to repair your fleet mates taking damage.  
  
[[Image:ArmourRR.gif]]  
+
[[Image:visual2017_remote_armor_repairer.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.  
+
Appears as a green and orange cone/cyclone which extends from the ship to the target. The remote hull repair module has exactly the same animation.  
  
 
=== Shield Transporter  ===
 
=== 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.  
+
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.
 +
<!-- is it still called that ?-->
  
[[Image:ShieldRR.gif]]  
+
[[Image:visual2017_remote_shield_booster.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.
+
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.
 
 
For all remote repair modules, here's a still image: [[Media:CuesRemote.JPG]]
 
  
 
== Remote Energy Modules  ==
 
== Remote Energy Modules  ==
  
For each of these modules, the Hurricane on the right is activating the module, targeting the ship on the left.  
+
For each of these modules, the ship on the right is activating the module, targeting the ship on the left.  
  
 
=== Energy Transfer  ===
 
=== Energy Transfer  ===
Line 63: Line 87:
 
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.  
 
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.  
  
[[Image:Energytransfer.gif]]  
+
[[Image:visual2017_remote_cap_transfer.gif]]  
  
 
The golden beams shift, strobe and move violently when the module is active.  
 
The golden beams shift, strobe and move violently when the module is active.  
Line 69: Line 93:
 
=== Energy Destabilizer  ===
 
=== 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.  
+
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.  
  
[[Image:Neut.gif]]  
+
[[Image:visual2017_cap_neutralizer.gif]]  
  
 
This looks like an energy transfer effect, except blue &amp; pink instead of gold.  
 
This looks like an energy transfer effect, except blue &amp; pink instead of gold.  
Line 77: Line 101:
 
=== Energy Vampire  ===
 
=== 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.  
+
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.  
  
[[Image:Nos.gif]]  
+
[[Image:visual2017_cap_nosfaratu.gif]]  
  
 
There is a red beam pointing towards the target with a shifting and spiraling red cyclone.  
 
There is a red beam pointing towards the target with a shifting and spiraling red cyclone.  
  
Still image for these three modules coming Soon™.  
+
== Tackle Modules ==
 +
 
 +
=== Stasis Webifier ===
 +
 
 +
[[Image:visual2017_stasis_webifier.gif]]
 +
 
 +
The webifier doesn't have a ship-to-ship effect, just a kind of circular ripple effect around the target.
 +
 
 +
=== Warp Disruptor and Warp Scrambler ===
 +
 
 +
[[Image:visual2017_warp_disruptor.gif]] Warp Disruptor
 +
 
 +
[[Image:visual2017_warp_scrambler.gif]] Warp Scrambler
 +
 
 +
Both warp disruption and warp scrambling effects are imitating cone-like radio wave signals extending from ship to its target.
 +
 
 +
=== Interdiction Bubble ===
 +
 
 +
[[File:visual2017_interdiction_sphere_generator.gif]] Interdiction Sphere Generator activation<br>
 +
 
 +
[[File:visual2017_interdiction_sphere_generator_close.gif]] Heavy Interdictor activating Interdiction Sphere Generator  <br>
 +
 
 +
[[File:visual2017_interdiction_probe.gif]] Interdiction Probe activation  <br>
 +
 
 +
== Anti-Tackle Modules ==
 +
 
 +
=== Warp Core Stabilizer ===
 +
 
 +
[[Image:visual2023_warp_core_stabilizer.gif]]
 +
 
 +
When a Warp Core Stabilizer is used, cyan pulsing effect is seen on the surface of the ship.
 +
 
 +
=== Interdiction Nullifier ===
 +
 
 +
[[Image:visual2023_interdiction_nullifier.gif]]
 +
 
 +
The visual effect is similar to warp stabilization effect.
 +
 
 +
== Electronic Warfare ==
 +
 
 +
=== ECM Jammer  ===
 +
 
 +
[[Image:visual2017_burst_jammer.gif]] Burst Jammer <br>
 +
 
 +
[[Image:visual2017_sensor_jammer.gif]] ECM Jammer <br>
  
== Warp Scrambler and Webifier  ==
+
Modules designed for jamming targeting computers.
 +
Burst Jammer is universal area of effect module able to disrupt targeting computers in the vicinity. <br>
 +
ECM Jammer is a focused cone-shaped beam designed to disrupt specific targeting systems.<br><br>
 +
'''Please note, that ECM and Remote Sensor Booster signals are almost identical'''
 +
{|class="collapsible collapsed" width="400" border=1
 +
|-
 +
!Signal side-by-side comparison
 +
|-
 +
|[[Image:visual2017_sensor_jammer_stop.png]]
 +
[[Image:visual2017_remote_sensor_booster_stop.png]] Remote Sensor Booster <br>
 +
|}
 +
<br>
  
[[Image:Scram.gif]]
+
=== Sensor Booster  ===
  
The Hurricane on the right is scrambling the Blackbird on the left.&nbsp; The warp scrambler is seen as a very faint grey/blue cone extending towards its target.&nbsp; It's hard to see here, and not much easier to see in space.  
+
[[Image:visual2017_sensor_booster.gif]] Sensor Booster <br>
  
[[Image:Web.gif]]  
+
[[Image:visual2017_remote_sensor_booster.gif]] Remote Sensor Booster <br>
  
The webifier doesn't have a ship-to-ship effect, just a kind of circular ripple effect around the target.  
+
A sensor booster increases a ship's targeting range and locking speed, making it easier to catch and pin down ships. <br>
 +
It will also increase ships sensor strength making your ship less susceptible to jamming.  
  
Still images for scram and web: [[Media:Cuesscramandweb.JPG]]
+
=== Tracking/Guidance Computer  ===
  
== Electronic Counter Measures  ==
+
[[Image:visual2017_tracking_computer.gif]] Tracking Computer <br>
  
=== ECCM  ===
+
[[Image:visual2017_remote_tracking_computer.gif]] Remote Tracking Computer <br>
  
[[Image:Eccm.gif]]<br>  
+
Tracking Computer boosts your turrets tracking speed and optimal range. <br>
 +
Guidance Computer boosts missile flight time and accuracy.
  
This is the ECCM, a module used to increase your signature strength and make you less susceptible to jamming. It looks like a big white spider's web emanating from your ship.<br>
+
=== Sensor Dampener/Tracking Disruptor  ===
  
=== Remote Sensor Booster/Dampener  ===
+
[[Image:visual2017_tracking_disruptor.gif]] Tracking/Guidance Disruptor <br>
  
[[Image:Resebo.gif]]<br>  
+
[[Image:visual2017_sensor_dampner.gif]] Sensor Dampener <br>  
  
The remote sensor booster, remote sensor dampener and tracking disruptor all look the same - white waves from your ship (in this case, Hurricane)&nbsp;towards the target.&nbsp; In this animation the ships are close together, but often the targets will be a long way apart, and the effect will look very thin and elongated.&nbsp; In this animation the waves are almost semi-circles; in long-distance cases the waves might only be a two or three degrees of arc.  
+
Tracking Disruptor will decrease turret tracking speed and optimal range. <br>
 +
Guidance Disruptor will decrease missile maximum flight time and accuracy. <br>
 +
Sensor Dampener will reduce ships maximum targeting range and locking speed. <br>
  
 
=== Target Painter  ===
 
=== Target Painter  ===
  
[[Image:Targetpainter.png]]<br>  
+
[[Image:visual2017_target_painter.gif]]<br>  
 +
 
 +
''CAUTION - powerful laser radiation. Avoid direct eye exposure !'' <br>
 +
(but makes stuff easier to hit)
 +
 
 +
== Weapon Systems ==
 +
 
 +
=== Smartbomb ===
 +
 
 +
Smartbombs are bad news unless it's you doing it.&nbsp; Don't wait around to get blown up and podded.
 +
Smartbombs are bright and obvious - a huge explosion-effect centred on the ship.
 +
 
 +
[[Image:visual2017_smartbomb_plasma.gif]]<br>Plasma Smartbomb <br> (dealing Thermal damage)
  
It wasn't worth uploading a GIF&nbsp;of a target painter, since it hardly changes (the animation is very subtle).&nbsp; It's simply a thin red line between originating ship and target.  
+
{|class="collapsible collapsed" width="400" border=1
 +
|-
 +
!Remaining smartbomb visual effects
 +
|-
 +
|[[Image:visual2017_smartbomb_graviton.gif]]<br>Graviton Smartbomb <br> (dealing Kibnetic damage)
 +
|[[Image:visual2017_smartbomb_emp.gif]]<br>EMP Smartbomb <br> (dealing EM damage)
 +
|[[Image:visual2017_smartbomb_proton.gif]]<br>Proton Smartbomb <br> (dealing Explosive damage)
 +
|}
  
Still images: [[Media:CuesEcm.JPG]]
+
=== Missile Warheads ===
  
== Local Sensor Booster  ==
+
Missiles, rockets and torpedoes go BOOM when they hit something.
  
A sensor booster increases a ship's targeting range and locking speed, making it easier to catch and pin down ships.  
+
[[Image:visual2017_warhead_inferno.gif]]<br>Inferno Warhead <br> (dealing Thermal damage)
  
[[Image:Sensorbooster.gif]]  
+
{|class="collapsible collapsed" width="400" border=1
 +
|-
 +
!Remaining warhead explosion effects
 +
|-
 +
|[[Image:visual2017_warhead_scourge.gif]]<br>Scourge Warhead <br> (dealing Kinetic damage)
 +
|[[Image:visual2017_warhead_mjolnir.gif]]<br>Mjolnir Warhead <br> (dealing EM damage)
 +
|[[Image:visual2017_warhead_nova.gif]]<br>Nova Warhead <br> (dealing Explosive damage)
 +
|}
  
The ship flashes and strobes white light. Picture: [[Media:Local_sensor_booster.JPG]]
+
=== Turret Fire ===
  
== Tracking Computer  ==
+
There are three main turret types and each of them have two subtypes. <br>
 +
Distinct visual effects allow for easy identification. <br>
  
Boosts your turrets' tracking speed and optimal range.
+
'''Different ammunition types may/will change tracer colour'''
  
[[Image:Trackingcomp.gif]]  
+
{|class="collapsible collapsed" width="400" border=1
 +
|-
 +
!Energy Turrets
 +
|-
 +
|[[Image:visual2017_beam_hit.gif]] <br> Beam Laser (hit)
 +
|[[Image:visual2017_beam_shot.gif]] <br> Beam Laser
 +
|-
 +
|[[Image:visual2017_pulse_hit.gif]] <br> Pulse Laser (hit)
 +
|[[Image:visual2017_pulse_shot.gif]] <br> Pulse Laser
 +
|}
  
Looks like a radar-effect - fairly subtle and quite hard to see.&nbsp; No still image.
+
{|class="collapsible collapsed" width="400" border=1
 +
|-
 +
!Hybrid Turret
 +
|-
 +
|[[Image:visual2017_rail_hit.gif]] <br> Railgun (hit)
 +
|[[Image:visual2017_rail_shot.gif]] <br> Railgun
 +
|-
 +
|[[Image:visual2017_blaster_hit.gif]] <br> Blaster (hit)
 +
|[[Image:visual2017_blaster_shot.gif]] <br> Blaster
 +
|}
  
== Smartbomb ==
+
{|class="collapsible collapsed" width="400" border=1
 +
|-
 +
!Projectile Turrets
 +
|-
 +
|[[Image:visual2017_altilery_hit.gif]] <br> Artillery (hit)
 +
|[[Image:visual2017_altilery_shot.gif]] <br> Artillery
 +
|-
 +
|[[Image:visual2017_autocannon_hit.gif]] <br> Autocannon (hit)
 +
|[[Image:visual2017_autocannon_shot.gif]] <br> Autocannon
 +
|}
  
Smartbombs are bad news unless it's you doing it.&nbsp; Don't wait around to get blown up and podded.
+
== Non-Combat Modules ==
 +
 
 +
=== Cloaking Device ===
 +
 
 +
Your ship shimmers before disappearing from view.
 +
 
 +
[[File:visual2017_cloak.gif]]
 +
 
 +
=== Tractor Beam ===
 +
 
 +
This shows as a fluctuating cone of light blue light towards the target bringing it closer to the ship.
 +
 
 +
[[File:visual2017_tractor_beam.gif]]
 +
 
 +
=== Salvager ===
 +
 
 +
A beam of white light hits the target and salvage process begins.
 +
 
 +
[[File:visual2017_salvager.gif]]
 +
 
 +
=== Scanners ===
 +
 
 +
[[File:visual2017_cargo_scanner.gif]] Cargo Scanner <br>
 +
 
 +
[[File:visual2017_ship_scanner.gif]] Ship Scanner <br>
 +
 
 +
[[File:visual2017_survey_scanner.gif]] Survey Scanner  <br>
 +
 
 +
 
 +
=== Cynosural Beacon ===
 +
 
 +
[[File:visual2017_covert_cyno.gif]] Covert Cynosural Field Generator is active  <br>
 +
 
 +
[[File:visual2017_cyno.gif]] Cynosural Field Generator is active <br>
 +
 
 +
 
 +
=== Jump Portal ===
 +
 
 +
Jump portals can be generated only by Black-Ops and Titan class ships.
 +
 
 +
[[File:visual2017_jump_portal.gif]] Jump Portal is active  <br>
 +
 
 +
[[File:visual2017_jump_portal_stop.png]] How actually '''YOU''' will see when Jump Portal is active (most of the times, since animation is HUGE) <br>
 +
 
 +
 
 +
=== Jump Drive ===
 +
 
 +
Black-Ops battleships, Jump Freighters and Capital-sized ships are capable of traveling to remote solar systems without the use of Jump-Gates. <br>
 +
All they need is Cynosural Field they can lock on to.
 +
 
 +
[[File:visual2017_jump_drive_blobs.gif]] Black-Ops Jump Drive activation  <br>
 +
 
 +
[[File:visual2017_jump_drive_cap.gif]] Capital Ship Jump Drive activation  <br>
 +
 
 +
=== Triage ===
  
[[Image:Smartbomb.gif]]
+
Apostle entering Triage Mode
  
Unfortunately my video capture software chose this moment to extort money off me to carry on running at the same high video quality.&nbsp; So this animation looks like crap I'm afraid.&nbsp; Fortunately smartbombs are bright and obvious - a huge white/orange explosion-effect centred on the ship.
+
[[File:visual2017_triage.gif]]
  
 
== Notes  ==
 
== Notes  ==
Line 147: Line 338:
 
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.  
 
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
+
LoTTD:
*Cloaking device
+
 
*Jump portal/gate jump
+
*Regular Bombs
*Jump bridge
+
*Bastion Mode on Marauders and Dreadnoughts
*Tractor beam
+
*Entropic Disintegrator
*Tracking computer
+
*Vorton Projector
*Salvager
+
*Mutadaptive Remote Armor Repairer(?)
 +
*Harvesting Modules, such as Gas Scoop/Harvester and Mining Laser
  
 +
[[Category:Game mechanics]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 06:21, 19 March 2023

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 each effect also has a link to a static picture as well. (static images coming soon)


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.

Visual2017 armor repairer.gif

The visibility of the armour repairer in action is limited to damaged sections of the ships model.

Hull Repairer

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

Visual2017 hull repairer.gif

You won't often see this in space, since active hull tanking is daft. Whilst similar to the armour repair animation. It will be visible only on damaged sections of the ships model.

Shield Booster

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

Visual2017 shield booster.gif

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

Colour of shield hardening depends on ships faction of origin.

Active Hardener Modules

Armour Hardener

The armour hardener if activated increases armour resistance to incoming damage

Visual2017 armor hardener.gif

Colour of armour hardening depends on ships faction of origin, not the module or the resistance type itself.

Shield Hardener

The shield hardener if activated increases shield resistance to incoming damage

Visual2017 shield hardener.gif

Colour of shield hardening depends on ships faction of origin, not the module or the resistance type itself.

Assault Damage Control

Visual2023 assault damage control.gif

Visual effect is similar to warp stabilization effect.

Remote Repair Modules

Armour/Hull Repairer

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

Visual2017 remote armor repairer.gif

Appears as a green and orange cone/cyclone which extends from the ship to the target. 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.

Visual2017 remote shield booster.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.

Remote Energy Modules

For each of these modules, the ship 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.

Visual2017 remote cap transfer.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.

Visual2017 cap neutralizer.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.

Visual2017 cap nosfaratu.gif

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

Tackle Modules

Stasis Webifier

Visual2017 stasis webifier.gif

The webifier doesn't have a ship-to-ship effect, just a kind of circular ripple effect around the target.

Warp Disruptor and Warp Scrambler

Visual2017 warp disruptor.gif Warp Disruptor

Visual2017 warp scrambler.gif Warp Scrambler

Both warp disruption and warp scrambling effects are imitating cone-like radio wave signals extending from ship to its target.

Interdiction Bubble

Visual2017 interdiction sphere generator.gif Interdiction Sphere Generator activation

Visual2017 interdiction sphere generator close.gif Heavy Interdictor activating Interdiction Sphere Generator

Visual2017 interdiction probe.gif Interdiction Probe activation

Anti-Tackle Modules

Warp Core Stabilizer

Visual2023 warp core stabilizer.gif

When a Warp Core Stabilizer is used, cyan pulsing effect is seen on the surface of the ship.

Interdiction Nullifier

Visual2023 interdiction nullifier.gif

The visual effect is similar to warp stabilization effect.

Electronic Warfare

ECM Jammer

Visual2017 burst jammer.gif Burst Jammer

Visual2017 sensor jammer.gif ECM Jammer

Modules designed for jamming targeting computers. Burst Jammer is universal area of effect module able to disrupt targeting computers in the vicinity.
ECM Jammer is a focused cone-shaped beam designed to disrupt specific targeting systems.

Please note, that ECM and Remote Sensor Booster signals are almost identical


Sensor Booster

Visual2017 sensor booster.gif Sensor Booster

Visual2017 remote sensor booster.gif Remote Sensor Booster

A sensor booster increases a ship's targeting range and locking speed, making it easier to catch and pin down ships.
It will also increase ships sensor strength making your ship less susceptible to jamming.

Tracking/Guidance Computer

Visual2017 tracking computer.gif Tracking Computer

Visual2017 remote tracking computer.gif Remote Tracking Computer

Tracking Computer boosts your turrets tracking speed and optimal range.
Guidance Computer boosts missile flight time and accuracy.

Sensor Dampener/Tracking Disruptor

Visual2017 tracking disruptor.gif Tracking/Guidance Disruptor

Visual2017 sensor dampner.gif Sensor Dampener

Tracking Disruptor will decrease turret tracking speed and optimal range.
Guidance Disruptor will decrease missile maximum flight time and accuracy.
Sensor Dampener will reduce ships maximum targeting range and locking speed.

Target Painter

Visual2017 target painter.gif

CAUTION - powerful laser radiation. Avoid direct eye exposure !
(but makes stuff easier to hit)

Weapon Systems

Smartbomb

Smartbombs are bad news unless it's you doing it.  Don't wait around to get blown up and podded. Smartbombs are bright and obvious - a huge explosion-effect centred on the ship.

Visual2017 smartbomb plasma.gif
Plasma Smartbomb
(dealing Thermal damage)

Missile Warheads

Missiles, rockets and torpedoes go BOOM when they hit something.

Visual2017 warhead inferno.gif
Inferno Warhead
(dealing Thermal damage)

Turret Fire

There are three main turret types and each of them have two subtypes.
Distinct visual effects allow for easy identification.

Different ammunition types may/will change tracer colour

Non-Combat Modules

Cloaking Device

Your ship shimmers before disappearing from view.

Visual2017 cloak.gif

Tractor Beam

This shows as a fluctuating cone of light blue light towards the target bringing it closer to the ship.

Visual2017 tractor beam.gif

Salvager

A beam of white light hits the target and salvage process begins.

Visual2017 salvager.gif

Scanners

Visual2017 cargo scanner.gif Cargo Scanner

Visual2017 ship scanner.gif Ship Scanner

Visual2017 survey scanner.gif Survey Scanner


Cynosural Beacon

Visual2017 covert cyno.gif Covert Cynosural Field Generator is active

Visual2017 cyno.gif Cynosural Field Generator is active


Jump Portal

Jump portals can be generated only by Black-Ops and Titan class ships.

Visual2017 jump portal.gif Jump Portal is active

Visual2017 jump portal stop.png How actually YOU will see when Jump Portal is active (most of the times, since animation is HUGE)


Jump Drive

Black-Ops battleships, Jump Freighters and Capital-sized ships are capable of traveling to remote solar systems without the use of Jump-Gates.
All they need is Cynosural Field they can lock on to.

Visual2017 jump drive blobs.gif Black-Ops Jump Drive activation

Visual2017 jump drive cap.gif Capital Ship Jump Drive activation

Triage

Apostle entering Triage Mode

Visual2017 triage.gif

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.

LoTTD:

  • Regular Bombs
  • Bastion Mode on Marauders and Dreadnoughts
  • Entropic Disintegrator
  • Vorton Projector
  • Mutadaptive Remote Armor Repairer(?)
  • Harvesting Modules, such as Gas Scoop/Harvester and Mining Laser