Modules with persistent effects such as webs, painters, damps, scrams, and bastion mode, will both start the weapon timer upon activation as well as keep it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment the cycle starts. This timer behaves differently depending on what kind of offensive action you're taking. Unlike the capsuleer log-off timer, you do not get this flag simply by being shot by another player. This effect also happens when using a bastion module on a marauder (but not for other siege-like modules) as well as activation of command burst modules. You get a weapon timer whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). When your corporation or alliance is at war, the capsuleer log-off timer becomes deceptively dangerous in mixed fleets, see while at war for more details on that and other limitations of remote assistance.Ĭause: Using offensive modules against another capsuleer or activating a bastion or command burst module.Ĭonsequence: Unable to jump, dock or eject from, store, refit or switch ships and prevents tethering (60 seconds). So if someone finds you after you logged out they can keep your ship in space indefinitely. The timer will be renewed if you are shot while already having disconnected or logged off. This means you will remain in space if you disconnect or close the client, until the timer runs out. The capsuleer log-off timer is created when you either shoot or get shot by a fellow capsuleer. PvP-flag (complicated timer, see comments below)Ĭonsequence: Ship will remain in space on log-off until timer expires (15 minutes). The NPC timer will not be renewed if you are shot while already having disconnected or logged off.Ĭapsuleer Log-Off Timer a.k.a. This means you will remain in space if you disconnect or close the client until the timer runs out. The non-capsuleer log-off timer is created when you either shoot or get shot by an NPC. NPC-flagĬonsequence: Ship will remain in space on log-off until timer expires (5 minutes) You will not get these timers if you are in Abyssal Deadspace, which features its own timer that wipes everything in it when the timer expires. Keep in mind that the capsuleer log-off timer can indirectly cause legality issues if you are also at war. The following timers have no direct impact on the legality of actions but serve as a consequence for your actions. See CCP's support page on Crimewatch for more details on the more intricate mechanics of legal timers. Timers can easily wreak havoc in the fleet causing issues with rules of engagements and remote assistance. It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. The Retribution expansion introduced a new and improved timer system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags. 2.6 Jump Fatigue and Jump Activation Cooldown.1.3 Remote assistance, combat timers and legality.1.2.3.1 Consequences of being in a limited engagement.1.2.2.1 Consequences of being a criminal.
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