The velocity bonus is stacking-penalized, but the cargo drawback is actually not. It doesn't mention stacking penalty in the description, but the drawbacks are actually stacking-penalized. We can learn from this that it is not the module itself which determines whether its effects are stacking-penalized, but rather the attribute affected.
Assuming the attribute they affect is actually stacking penalized, Command Burst modules are stacking penalized as normal, along with the rest of your modules and rigs. Here's a handy table of what ship effects are stacking-penalized and which aren't; there are some weird exceptions which are further discussed below the table. Bonuses from overheating sometimes follow same stacking penalties as normal bonuses. But this is not always the case. Many overheating bonuses are not stacking penalized simply due to the fact that there are no modules or effects that would modify the same stat as the overheat bonus.
You can only use one afterburner or micro warp drive at a time. Mr Amundsen. Disappointed I can't zip about like a loon in my Vigil with 2xMonopropellant Hydrazine and a micro warp any more. And long distance hauling in industrials must be a nightmare now!
Of course, so much as changed I may be missing something These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits. The Interdiction sphere launcher is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing.
All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target.
The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by Smartbombs. The Warp disruption field generator is a specialized warp disruption module which can only be used by heavy interdiction cruisers.
When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable points of warpcore disabling strength leading to the nickname "Infinity Point".
When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.
Different effects of the module: Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See Warp disruption fields for details. With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere. With warp scrambling script it works as a warp scrambler with increased range and infinite strength.
This script slightly reduces the field generator's normal range however it is still much longer range than an ordinary scrambler. The stasis webifier also called a " web " is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.
The Stasis grappler is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web.
Only one stasis grappler can be fitted to a ship. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength.
The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs. These modules have a warp core disabling strength of 3 points.
Faction and Officer variations of this module have increased range out to 30km and 40km at most , and increased strengths of up to 4 and 5 points. A T1 Heavy Warp Scrambler has a range of 8. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range out to Support fighters can also provide Warp Disruption and Webification.
The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range. The microwarpdrive or MWD is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks.
Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity and thus, indirectly, the ship's capacitor regeneration rate. As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.
Sensor Booster with Scan Resolution Script. To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster. In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship.
These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies and not on yourself and thus must be prepared and coordinated in advance. These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets. Overdrive Injector System. As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target.
The nice thing about overdrive injector systems is that they don't require powergrid or CPU. As a tackler you do not use your cargohold, so you can ignore that penalty.
Nanofiber Internal Structure. This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile.
Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points HP. In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.
Navigation Rigs. Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7. Polycarbon Engine Housing rigs give a 5. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense. Damage Control. Learn more. Afterburner or Microwarp Drive for Speed Tanking?
Ask Question. Asked 6 years, 8 months ago. Active 6 years, 1 month ago. Viewed 4k times. Improve this question. You might want to read this EVE University article, it doesn't recommend trying to speed tank when tackling: wiki. Add a comment. Active Oldest Votes. Improve this answer. Mad Scientist Mad Scientist
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