Feedback

type to search

do passive modules still give their bonuses when the ship is not piloted?

Asked by [ Editor ]

do passive modules still give their bonuses when the ship is not piloted?

after reading the question about how to make your ship harder to scan down with probes...

i began to think about wether or not you could make a ship with no pilot unprobeable...

but also... do passive resistance modules still work? or does leaving your ship remove those bonuses till you board it again?

what about an MWD's signature radius penalty? does the signature radius penalty disappear till someone board the ship again?

or Cancel

2 answers

1

serker [ Editor ]

Once you leave your ship, every active module stops working. I don't know, will it finish its cycle or not, but it will stop. I think all modules will remain online on the ship so passive resistance will work, but ship won't take any bonuses from skills so making unpiloted ship unprobeable is impossible, if someone won't use projected ECCM on it.

NN comments
deantwo
-

there are some Passive ECCM Modules (Backup Array)… won’t they work even when you aren’t in the ship?

serker
-

They will, but it looks like it is not enough.

deantwo
-

well… the question wasn’t only about making ships unprobeable but thanks for the answer ^^

serker
-

My post contains answer for all points of your question, just in different order. Point about MWD is the first one – inactive MWD does not give any penalty to signature.

serker
-

Just need someone to do at least some testing I commented in RedMage’s answer, I won’t be able to do that in near future since my client died for some strange reason and I can’t get another one for now…

or Cancel
0

redmage [ Editor ]

anything requiring skills turn off, all skill bonuses from engineering and such reduce PG and CPU and turn other stuff off. Would like to know how the code works!

NN comments
serker
-

Will turn off or will go offline, that’s the question.

deantwo
-

are you saying all modules that require skills will go offline? cause i don’t think there are that many modules that don’t require any skills ^^; please word your answer better?

redmage
-

that is exactly what i was trying to say. All those mods have an offline effect. Test it… fit a raven w/ some extenders, undock, eject, see how much dmg it takes to take the shields off. It’s the only way i can think of to test it.

serker
-

You may fit some passive shield hardeners on it(say, EM) and shoot one time with something EMish, repeat it again without hardeners and compare damage. Or load some signature increasing ammo in its launchers and compare locking times with it and without it. And there is still a question, will active modules stop their cycle once you eject or they will finish the cycle. MWD and locking time compasion will do the work. And you don’t need to eject for one part of any of these tests actually. Unfortunately, I can not do any of these tests…

serker
-

And if really anything requiring skills will turn off, there is one more way to test it. Civilian Expanded Cargohold doesn’t seem to require any skills and gives -30% to structure, so full rack of these and some shooting will show you their status. Try not to kill your Raven though, 5 of them drops structure ehp to 1100ish number.

or Cancel

Your answer

You need to join Skill Training Complete to complete this action, click here to do so.