Cannot self-stack, except with full crew skill and 3 Automated Reloaders.Requires 1 power and takes 8 seconds to cool down.Has a low chance to stun crew (Advanced Edition)."Ion weapons can disable systems without causing hull damage." ↑ Only used by the Rebel Flagship in phase 1.This means that stun-bombing your own hacking while it is active will shorten the cooldown to 5 seconds instead of 20 (which may be considered an exploit). Hacking behaves differently, due to a bug: ion damage will interrupt an active hack and reset the current cooldown to the amount of ion damage. When ion damage is applied to cooldown systems (such as cloaking), it adds to the current cooldown timer. Hitting the weapon system with multiple ion shots can disable multiple weapons, regardless of how much power each weapon uses. Even a single point of ion damage will take a weapon offline, forcing all that weapon's power out the system (but still only for 5 seconds). The weapons system responds differently to ion damage, due to how weapon power works. While a system is ionised, it cannot be manned by crew (even Zoltan crew). Zoltans cannot protect a subsystem from ionisation. Subsystems (such as piloting) do not use power but are still affected by ion damage. For example, two Zoltans in the shields room will always power one shield layer, no matter how much ion hits the shields. The power provided by Zoltan crew is unaffected by ion damage. Zoltan Shields take double damage from ion weapons. Adding another ion weapon makes it faster and more reliable, because you can afford to miss a few shots before the ion damage wears off. A single Ion Blast 2 can theoretically take down 4 shields, but in practice this will be ineffective against enemies with high evasion or a long cloak. Multiple ion weapons can be combined to disable systems more effectively. This allows you to see the power allocation and ion timers on enemy ships. To learn how ion damage works, try fully upgrading your sensors and manning them. Whereas a Heavy Ion fires every 13 seconds for 2 ion damage (lasting 10 seconds), so by itself it can only disable 1 shield layer. Provided it does not miss (and is not delayed by a long cloak), this weapon can completely disable any number of shields. Some ion weapons fire quickly enough that they can self-stack: their ion damage will not wear off before the next shot arrives, so they can disable a system completely by themselves (usually shields).įor example, an Ion Blast 2 fires every 4 seconds for 1 ion damage (lasting 5 seconds). When an ionised system is hit by more ion damage, the ion damage stacks: it forces more power out the system, and adds to the current ion timer, keeping the system locked down. This number is also equal to the amount of ion damage applied to the system, unless it received more than 5 ion damage. This number represents the 1/5 the remaining ion time (for example, "3" represents 15 seconds). The ion timer is shown by a light-blue "ticking clock" circle overlaying the system icon, with a number in the middle. The ion timer is limited to 25 seconds, but there is no limit to the amount of ion damage that can be applied to a system, meaning that any system can be completely disabled with enough ion. When the ion timer expires, the system is "unlocked" and functions normally. While under the ion effect, the system is "locked" so that power cannot be added or removed. Each point of ion damage forces 1 power out the system for 5 seconds the power is returned to the reactor.
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