Ship Modules: Difference between revisions

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===What Are Ship Modules?===
===What Are Ship Modules?===
'''Ship Modules''' are unique, active systems on a [[:Category:Ships|ship]] that can be activated using the '''[B]''' key. If your ship has a module, you will see a blue button that looks like this: [[File:ModuleButton.png|thumb|center|The UI button for a module, if equipped on your ship.]] Each module typically has own custom and/or unique effect that can benefit you and/or your team when used well in combat, however you need to be mindful about when you use them; as modules have cool-downs.
'''Ship Modules''' are unique, active systems on a [[:Category:Ships|ship]] that can be activated using the '''[B]''' key. If your ship has a module, you will see a blue button that looks like this: [[File:ModuleButton.png|thumb|center|The UI button for a module, if equipped on your ship.]] Each module typically has own custom and/or unique effect that can benefit you and/or your team when used well in combat, however you need to be mindful about when you use them; as modules have cool-downs.
==List of Modules==
== Overview ==
Below is a summary of each Module and its basic stats.
{| class="wikitable sortable mw-collapsible mw-collapsed"
!Ship
!Module
!Effect
!Type
!Effect Time
!Cooldown Time
|-
| [[Snowfall]]
|Cryogenic Counter
|Reduces the max speed of all enemy ships in a 5k stud area by 50%. Must be within 5k studs of an enemy to use.
|Unknown
|Unknown
|Unknown
|-
| [[Theseus]]
|Hull Booster
|Heals 1k hull hp over the course of 20(?) seconds. If the hull is fully healed but the ship has not healed 1k hp, the remaining hp to be healed overflows into shield. Must be hulled to use.
|Ability
|Unknown
|30s
|-
|[[Theseus-U]]
|Hull Booster
| Same as Theseus.
| Ability
|Unknown
|30s
|-
|[[Theseus-E]]
|Hull Booster
|Same as Theseus.
|Ability
|Unknown
|30s
|-
|[[Theseus-K]]
| Hull Booster
|Same as Theseus.
|Ability
|Unknown
|30s
|-
|[[Theseus-X]]
|Hull Booster
|Same as Theseus, although the module heals 5k, with double the cooldown time.
|Ability
| Unknown
|60s
|-
| [[Apogee]]
|Homing Missiles
| Fires 6 homing missiles on the selected target, which will chase it down until they have traveled 5k studs. If this limit is exceeded, the missiles will stop tracking the target, travel a bit more and, if they fail to contact anything, disappear as normal spinals. Must be within 5k studs of an enemy to use.
|Ability
|N/A
|15s
|-
|[[Odyssey]]
|Injector Burn
|The Odyssey has a unique mechanic in that it has a "fuel" meter. When not in use, the ship regenerates fuel at around 5 units per second. When the module is activated, the ship instantly accelerates to 225 studs per second, and starts eating up fuel at a rate of ~10 units per second. The ship is unable to change velocity, and turnspeed is drastically reduced. The module can be deactivated after 3 seconds. It automatically deactivates when the ship runs out of fuel, causing it to instantly return to 75 studs per second. The ship can have 150 fuel at most at any given time.
|Both
|N/A
|3s
|-
|[[Deity]]
| Adaptive Thrusters
|Reduces the turn speed of the ship but increases its top speed to 160 sps. Re-using the module switches the ship back to its original properties. This can be used to slow the ship down to 60 sps instantaneously.
|Modifier
|N/A
|5s
|-
|[[Hyperion]]
|Commanding Presence
|Can only be activated while within 8k studs of an enemy base, and deactivates if the ship leaves this area. Spawns an orange shield that resembles a [[ShieldSide]] between the ship and the target base. All turrets on the base lock on to the Hyperion regardless of LoS or range. However, those that are unable to hit the ship (due to the aforementioned reasons) will not shoot. Additionally, the ship gains 65% damage resistance from the base and 15%(?) from all other sources. Must be within 8k of an enemy to use.
|Modifier
|N/A
|Unknown
|-
|[[Subjugator]]
|Shield Bulwark
|Gives all allied ships (including itself) in a 5k stud area 20% shield damage resistance.
|Ability
| Unknown
|Unknown
|-
|[[Theia]]
|Spinal Array
|Fires a very large barrage of spinals.
|Ability
| N/A
|20s
|-
| [[Astraeus]]
|Targeting Supercomputer
| Boosts accuracy of all allied ships (including itself) in a 5k stud area by 20% for some time.
|Ability
|Unknown
|Unknown
|-
| [[Oblivion]]
|Blink Drive
|Teleports the ship 2k studs in whatever direction it is facing, while maintaining forward velocity.
|Ability
| N/A
|Unknown
|-
| [[Lucifer]]
|Quantum Wave
|Deals 800 damage to all ships in a 4k stud area.
|Ability
|N/A
|15s
|-
|[[Prototype X-1]]
|Bastion Mode
|Reduces the max speed of the ship, but increases damage and gains 65% damage resistance from all sources. All neons on the ship become red. Using the module switches the ship in and out of Bastion Mode(?). While in this state, the ship is unable to warp.
|Modifier(?)
|N/A
|45s
|-
|[[Prototype X-2]]
|Kneall Munitions
|Converts all weaponry to plasma-type. All weaponry deals 90% damage to both shield and hull.
|Unknown
|Unknown
|Unknown
|-
| [[Festive Kodiak]]
|Pirate Salvage
|Spawns two random player or U.N.E. ships that have previously died in the round, but on the Pirate faction at the Kodiak. Fighters are excluded, and carriers cannot use fighters. Ships spawned by this cannot use modules. These ships remain spawned until destroyed.
|Ability
|N/A
|300s
|}
==Detailed List of Modules==
Modules will be described in the following format: Module Name (title), Module Description (description of what module does, supported by a demonstration shown within video or image media, ideally), Module Effect Duration (if applicable), Module Effect Range (again, if applicable), Module Cool-down.
Modules will be described in the following format: Module Name (title), Module Description (description of what module does, supported by a demonstration shown within video or image media, ideally), Module Effect Duration (if applicable), Module Effect Range (again, if applicable), Module Cool-down.
===Kneall Munitions===
===Kneall Munitions===
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