few questions regarding modules

  1. how does ‘Weapon system inhibitor’ works? does he protect me form the percentage of damage received by target?

  2. same question: Emergency barrier?

  3. frig mod ‘Remote hull repair’. that one heals my most wounded team mate, within range? so strictly group tool?

thanks, i’ll have more.

Emergency Barrier activates when you get to 15% hull and protects you from all damage for 1 second. It will always activate and leave you on 15% hull even if you’re hit by a shot that would have killed you.

 

Emergency Barrier going off will cause you to drop the bomb if you’re carrying it.

regarding the “weapon system inhibitor” the tooltip states the following: 

 

“Reduces all damage taken by X%. Effective range X meters.”

 

it has an energy per second requirement.

 

does this mean it reduces the damage you and all allies within its range take? 

or does it reduce the damage you take from all enemies within its range?

 

to clarify, does it help allies within its range, or does it negatively effect enemies within its range?

 

considering it is an interceptor module and more specifically part of the ECM class, which is already focussed on “debuffing” enemies in many different ways, it would not surprise me if it was the latter.

 


 

Regarding the “remote hull repair” module, it repairs the hull of both you and the most damaged friendly ship in its range by X amount of points over X amount of seconds. after which it goes on cooldown for w/e its stated cooldown timer is.

 

i assume it judges who to repair by the % hull they are missing, or perhaps by the raw HP they are missing, i am not sure.

 

so while it is primarily an assisting tool, it also helps yourself.

Emergency Barrier activates when you get to 15% hull and protects you from all damage for 1 second. It will always activate and leave you on 15% hull even if you’re hit by a shot that would have killed you.

 

Emergency Barrier going off will cause you to drop the bomb if you’re carrying it.

 

wait… so every time i get to 15% hull i get 100% protection for a sedcond… and than it leaves me on 15% hull…

Then? this ‘always activate’ is confusing me… if i get shot again, i get shield again? how do i get killed then?

 

Regarding the “remote hull repair” module, it repairs the hull of both you and the most damaged friendly ship in its range by X amount of points over X amount of seconds. after which it goes on cooldown for w/e its stated cooldown timer is.

 

i assume it judges who to repair by the % hull they are missing, or perhaps by the raw HP they are missing, i am not sure.

 

so while it is primarily an assisting tool, it also helps yourself.

Awesome, thank you. 

The tooltip for “emergency barrier” states the following: 

 

“when hull strength reaches critical levels (<15%), an emergency shield envelops the ship for 1 sec. activated with at least 90 sec. intervals”

 

meaning that every 90 seconds should you get down to 15% hull a shield will pop up blocking all damage for 1 second.

after this 1 second the shield drops and you will take damage again. should you survive for at least 90 seconds the shield will be available again in case you once again get to 15% hull.

 

take note however that this is just for the Mk. 1 version of this module, higher grade versions can lower the internal cooldown to 75 seconds for Mk. 2, and 45 seconds for Mk. 3 meaning you will have the shield available sooner.

i do not know what the green or purple variants’ cooldown are.

green is basically a Mk. 2.5 and purple is IIRC better then Mk. 3 so you will have to check those yourself.

this ‘always activate’ is confusing me

I meant that if you’re at 20% hull and take a shot that would kill you, the emergency barrier will still go off. You don’t have to be reduced to somewhere between 0 and 15% for it to work.