craftable invasion modules (with special properties only)

  • A1MA/SMARTBOMB

 

Name of the module : A1MA

Type : active module

Occupancy : 1 active module slot

Craftable : yes

Class specific : yes (command or engineer only)

Limitations : yes (only works if enemy locks on to you); (won’t damage enemies through obstacles (line of sight thing)); only damages shield

Limited duration : no (active until player deactivates it)

Special conditions : can be disabled by any ECM module except for hack, energy draw and weapon inhibitor

Mk. versions: yes

Recharge:  5 seconds

 

Description :

This module damages enemy shields. Upon activation module stays active the same way as for example engineering regeneration modules. If an enemy ship locks on you as their target this module will start damaging the enemy. The more enemies locks on you the bigger damage will the module deal. The module deals EM damage. This module damages no more than 3 enemies at a time. If the ship has only 6000 shield pts, the effect will look like this: firts shot- 3600, second shot 2400 on mk.1.

 

Statistics:

Mk.1: Range-3000 m; Damage-3600 EM damage; RoF-15 rpm per one target; 20%+ per two targets to damage; 5%+ per three targets; energy use-100 eups

Mk.2: Range-3600 m; Damage-4000 EM damage; RoF-15 rpm per one target; 20%+ per two targets to damage; 5%+ per three targets; energy use-92 eups

Mk.3: Range-4200 m; Damage-4400 EM damage; RoF-15 rpm per one target; 20%+ per two targets to damage; 5%+ per three targets; energy use-84 eups

Mk.4: Range-4500 m; Damage-4600 EM damage; RoF-15 rpm per one target; 20%+ per two targets to damage; 5%+ per three targets; energy use-80 eups

Good day!

Very detailed post. thank you for it. 

WARP-GATE DISTORSION FIELD looks really nice. We had ideas like that. And are planning to implement it in the future. 

FORGED IDENTITY  and DISTRESS CALL looks pretty good, and we will discuss it further.

Thank you!

Actually, I have found some inconsistencies and I may re-post an entire thread, under a new one, to keep it all tidy. It will feature all full up-to-date information and it will remove some “conflicts”, which were never noticed or discussed before. The goal of this, is to have an absolutely clear idea for each workings of each Invasion item.

We wil discuss the items here, but the final version will go under the same thread, but it will be titled as 2.0, so that you can access only Invasion items information directly, with no discussions for maximum efficiency  :wink: