(Added 'Additional' section to house some random info, added key terms explanation. Fixed a few errors.) Tag: Visual edit |
(→Ship Status Indicators: Removed, it is now in additional.) Tag: Visual edit |
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* [[Reverberating Cascade]] |
* [[Reverberating Cascade]] |
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− | + | == Module Experimental Effects == |
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− | [[File:WeaponSpeacialEffectIcon.png|thumb|298x248|Ship status indicators]] |
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− | When your ship, or the ship that you have currently targeted, takes certain types of damage (whether from a modified or standard weapon) the ship HUD will indicate this via the display of weapon effect icons shown below the relevant schematic for the affected ship. |
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− | {| class="article-table article-table-selected" border="1" cellspacing="1" cellpadding="1" |
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− | |- |
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− | ! scope="col" |Icon |
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− | ! scope="col" |Description |
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− | |- |
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− | |[[File:Corrosion.svg|20x20px]] |
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− | |Corrosion |
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− | |- |
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− | |[[File:Engine-disruption.svg|20x20px]] |
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− | |Engine Disruption |
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− | |- |
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− | |[[File:Engine-reboot.svg|20x20px]] |
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− | |Engine Reboot |
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− | |- |
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− | |[[File:Fsd-reboot.svg|20x20px]] |
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− | |FSD Reboot |
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− | |- |
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− | |[[File:Hull-breach.svg|20x20px]] |
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− | |Hull Breach |
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− | |- |
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− | |[[File:Impulse-attack.svg|20x20px]] |
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− | |Impulse Attack |
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− | |- |
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− | |[[File:Increased-emissions.svg|20x20px]] |
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− | |Increased Emissions |
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− | |- |
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− | |[[File:Internal-damage.svg|20x20px]] |
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− | |Internal Damage |
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− | |- |
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− | |[[File:Malfunction.svg|20x20px]] |
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− | |Malfunction |
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− | |- |
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− | |[[File:Mass-locked.svg|20x20px]] |
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− | |Mass Locked |
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− | |- |
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− | |[[File:Regeneration.svg|20x20px]] |
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− | |Regeneration |
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− | |- |
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− | |[[File:Sensor-disruption.svg|20x20px]] |
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− | |Sensor Disruption |
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− | |- |
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− | |[[File:Shield-breach.svg|20x20px]] |
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− | |Shield Breach |
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− | |- |
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− | |[[File:Shield-cell-cascade.svg|20x20px]] |
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− | |Shield Cell Cascade |
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− | |- |
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− | |[[File:Shield-generator-attack.svg|20x20px]] |
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− | |Shield Generator Attack |
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− | |- |
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− | |[[File:Shield-reboot.svg|20x20px]] |
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− | |Shield Reboot |
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− | |- |
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− | |[[File:Target-interferance.svg|20x20px]] |
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− | |Target Interference |
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− | |- |
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− | |[[File:Targeting-overload.svg|20x20px]] |
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− | |Targeting Overload |
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− | |- |
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− | |[[File:Thermal-attack.svg|20x20px]] |
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− | |Thermal Attack |
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− | |} |
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− | |||
− | ==Module Experimental Effects== |
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=== Core Internals === |
=== Core Internals === |
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==== [[Bulkheads]] ==== |
==== [[Bulkheads]] ==== |
Revision as of 09:15, 22 April 2018
An Experimental Effect, formerly known as a Special Effect, is a bonus modification that can applied to a weapon or module that already has a Grade 1-5 Engineer modification. In exchange for small quantities of up to four different Materials, an Engineer will apply a chosen Experimental Effect that can further enhance the modification's potency or balance out its shortcomings. While most Experimental Effects can be applied to a wide variety of weapons and modules, some are exclusive to only one. Experimental Effects can only be applied at Engineer Workshops, not remotely.
Weapon Experimental Effects
Energy Weapons
Beam Laser
Burst Laser
Pulse Laser
Projectile Weapons
Cannon
Fragment Cannon
Multi-cannon
Plasma Accelerator
Miscellaneous Weapons
Mine Launcher
Missile Rack
- Drag Munitions (Seeker only)
- Emissive Munitions
- FSD Interrupt (Dumbfire only)
- Overload Munitions
- Penetrator Munitions (Dumbfire only)
- Thermal Cascade
Railgun
Torpedo Pylon
Module Experimental Effects
Core Internals
Bulkheads
Power Plant
Thrusters
Frame Shift Drive
Power Distributor
Optional Internals
Hull Reinforcement Package
Shield Cell Bank
- Boss Cells
- Double Braced
- Flow Control
- Recycling Cell
- Stripped Down
Shield Generator
Utility Mounts
Shield Booster
Additional
Ship Status Indicators
When your ship, or the ship that you have currently targeted, takes certain types of damage (whether from a modified or standard weapon) the ship HUD will indicate this via the display of weapon effect icons shown below the relevant schematic for the affected ship.
Some Key Terms Explained (Work in progress)
- Integrity (Hull), or Health (Shields) or - Total damage that can be dealt to the Hull / Shields.
- Resistances - The multiplier for the damage inflicted, e.g a resistance of 50% will make 1 dps inflict 0.5 dps on the Hull / Shield, a resistance of -70% will make 1 dps inflict 1.7 dps on the Hull / Shield. Physical Collisions ignore resistances