module confusion

So I thought I was using healing modules correctly. It turns out I might not have been this entire time. And I want to make sure I’m doing it right.

 

So on my Egi frigate, I have the shield and hull regen modules. How do I use these correctly? How do I know they are active and when to activate them again?

 

when they are flashing white, does that mean they are active? Or do i use them, let them recharge and use them again?

 

 

When they are flashing white, they are active yes.

 

The basics are this:

(assuming healing aura’s are in slot 3 and 4)

 

You press 3 and 4.

You forget about them till you get hit by an ion missile/ion diffuser

 

They are modules that you activate once, and then can keep on forever if nothing interferes. 

They drain energy per second, so sometimes it might be good to have them off while afterburning, and no one needs heals, but otherwise you should have them on at all times.

 

You don’t need to cycle them for them to work, if you look at the top of the screens where buffs/debuffs are shown, you can see it as well.

 

avWsC41.jpg

When they are flashy they are active and subtract from your energy reserves. If you have high energy regen you won’t have any problems. If the energy reaches 0 or an ECM disables you they go offline and on cooldown for a bit. Then you need to reactivate them.

Thanks for the question, I’m tired of trying to explain frigate new users how to do that, the just turn them on and off constantly, and it makes me mad.

 

Yes, when they are “flashing white” that means that they are on. The only thing you have to do is, spawn, press the buttoms you have that modules on, and enjoy the regenes. Sometimes they will turn off, for example with that command missiles that disable your ship, same with ECM stasis generator, be careful with that and turn them on as fast as you can.

 

To ensure that you did it, look at the top middle of your screen to see that your buffs are on.

 

 

Anyway I got ninja’d by FunkyBacon, but screw him.

When they are flashy they are active and subtract from your energy reserves. If you have high energy regen you won’t have any problems. If the energy reaches 0 or an ECM disables you they go offline and on cooldown for a bit. Then you need to reactivate them.

I am not certain what happens when you truely drop to 0 energy, but if you stop afterburning automaticly they don’t turn off, you just start regenerating your energy since the afterburner is no longer hogging your energy regen.

Stasis doesn’t turn your modules off, only Ion diffuser/Ion missiles do.

Stasis doesn’t turn your modules off, only Ion diffuser/Ion missiles do.

 

just mispelled the name :smiley:

I am not certain what happens when you truely drop to 0 energy, but if you stop afterburning automaticly they don’t turn off, you just start regenerating your energy since the afterburner is no longer hogging your energy regen.

Correct.

When they are flashing white, they are active yes.

 

The basics are this:

(assuming healing aura’s are in slot 3 and 4)

 

You press 3 and 4.

You forget about them till you get hit by an ion missile/ion diffuser

 

Sorry to be “that guy”, but you also need to reactivate them if you die. (there are people in every game that need every little detail listed)

The same goes for guard and command modules.  As for the energy use, the energy emitter allows you to not worry at all in most situations.  You can perma-afterburn in an engineer with just a little tuning, with all modules active.  If I remember right, if you have energy emitter working, you can basically buf yourself and your team in the middle of an energy neutralizing missile field.

 

The only quirky one I can think of is a guard’s emergency shield boost which is active until it heals X amount of your shields.  If you’re set on defending an area, you can activate it and it will automatically heal until it’s healed all it can until cooldown.

The same goes for guard and command modules.  As for the energy use, the energy emitter allows you to not worry at all in most situations.  You can perma-afterburn in an engineer with just a little tuning, with all modules active.  If I remember right, if you have energy emitter working, you can basically buf yourself and your team in the middle of an energy neutralizing missile field.

 

The only quirky one I can think of is a guard’s emergency shield boost which is active until it heals X amount of your shields.  If you’re set on defending an area, you can activate it and it will automatically heal until it’s healed all it can until cooldown.

Remember there is a hull version also

If I’m in a Jericho guard and I’m down to hull, I may as well be dead.  When it gets to that point I’m generally involved in a 4v1.

If I’m in a Jericho guard and I’m down to hull, I may as well be dead.  When it gets to that point I’m generally involved in a 4v1.

You shittin’ me? That’s where the fun starts for me!

It’s a 4v1!  Two thirds of the shields gone is ok, all the shields gone means I’m outmatched.

It’s a 4v1!  Two thirds of the shields gone is ok, all the shields gone means I’m outmatched.

Nah. xxxx that, I just stay right where I am and slowly go behind the asteroid, still shooting them. They often give up or die because backup is right there waiting for them to make that mistake of coming too close to me.