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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-10-2010, 10:51 PM
===ENGINEERING===
  • Aceton Field - System: Weapon Modifications. Aceton Field drastically reduces the damage dealt by the target's energy weapons, and also makes the target take radiation damage when using energy weapons.
    ~hard counter: hazard emitters
    ~soft counter: stop firing while ability is in effect

  • Auxiliary to Battery - System: Auxiliary Power. Auxiliary Power to the Emergency Battery converts your auxiliary power into an emergency battery to be used for later. When activated, the emergency battery provides a short duration power increase to all power levels.
    ~hard counter: n/a
    ~soft counter: n/a

  • Auxiliary to Dampeners - System: Auxiliary Power. Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance.
    ~hard counter: n/a
    ~soft counter: n/a

  • Auxiliary to Structural - System: Auxiliary Power. Auxiliary power to the Structural Integrity Field utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.
    ~hard counter: n/a
    ~soft counter: n/a

  • Boarding Party - System: Crew. Boarding Party launches up to three assault shuttles at the target. If they arrive safely they will cause damage to the ship's crew and subsystems. Each shuttle launched removes twenty crew from your ship who attempt to beam back upon completing their mission.
    ~hard counter: Tactical team
    ~soft counter: kill ships while they are in space, skills that help; beam: fire at will/cannon: rapid fire/ torpedo: spread

  • Directed Energy Modulation - System: Weapons Modification. Directed Energy Modulation cycles the frequency of your weapons, resulting in increased shield penetration.
    ~hard counter: n/a
    ~soft counter: n/a

  • Eject Warp Plasma - System: Warp Core. Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the field are slowed and receive a plasma fire damage over time effect. Any cloaked ships in the plasma will be revealed.
    ~hard counter: hazard emitters
    ~soft counter: don't fly into the plasma

  • Emergency Power to (x subsystem) - System: Batteries. Emergency Power to (x subsystem) directs emergency battery power to the (x subsystem) for a short time.
    ~hard counter: n/a
    ~soft counter: disable (x subsystem) after power has been used

  • Engineering Team - Systems: Crew. Engineering Team repairs hull damage and grants an engineering skill buff for your own ship or an ally. Also repairs subsystems.
    ~hard counter: n/a
    ~soft counter: n/a

  • Extend Shields - Systems: Shields. Extend Shields regenerates the shields of target ally and improves their damage resistance.
    ~hard counter: Extend shields is a channeled skill, any disruption that disables the ship for any period of time will cancel the skill i.e.: photonic shockwave, viral matrix, subnucleonic beam, etc.
    ~soft counter: target the ship using extend shields, push the ships farther than 5km away from eachother

  • Reverse Shield Polarity - Systems: Shields. Reverse Shield Polarity converts incoming energy weapon damage into additional shields.
    ~hard counter: disable shield subsystem
    ~soft counter: stop target while ability is in effect, kinetic damage (i.e. torpedos)