EMP Emitter
Generates lightning arcs that quickly knock out enemy missiles, weapons, and engines within range. Mostly negated by shields. | ||
–In-game description |
Activates an EMP generator. Nearby missiles, fighters, weapon emplacements and engines of enemy ships are all targeted and can be disabled in short order.
Unfortunately, on-board weapon systems must be shut down to provide power for this device. The EMP pulses are also not very effective against enemy shields. |
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–Full Codex description |
Overview
Availability
This ship system is known to be used on the following ships:
Notes
- Has 0.5 seconds windup, 4 second duration, 0.5 second wind-down, 3 seconds cooldown.
- Costs 20% of ship's base flux to activate and generates 1 flux/second while active. Can be used with shield up, but cannot be used in phase space.
- Fires energy/EMP bolts randomly at missiles, fighters and ships within 500 su range. Fire rate is about 5/second.
- Bolts deal 100 energy damage and 500 EMP damage. Against ships they will always target weapons or engines. They cannot pass through nor arc through shields.
- Disables weapons on the ship while active.
Against unshielded ships and fighters, the EMP effect is terrifyingly effective - it will instantly shut down fighter engines leaving them floating helplessly in space, and in case of ships it will knock out most weapons and engines in seconds.
The EMP emitter also deals surprising amount of energy damage, being roughly equal to the Pulse Laser(with cooldown included) This still makes it decent against shielded fighters(although the random hit nature becomes a problem, as the damage will be spread between several different craft) and gives it a limited ability to overpower frigate shields. It's poor at damaging armor/hull as the damage will be distributed all over the ship.
Tips and Strategies
The following section contains user-submitted suggestions, these may be inaccurate or outdated.
Changelog
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