![]() Conversely, if a non-Weapon System is ever allowed to time out its Ion damage, the entirety of accumulated Ion damage will vanish at once among other points, this makes improbable miss streaks particularly impactful to Ion weaponry.Īll this means Ion weapons are disproportionately valuable to any ship that isn't ignoring enemy Shields somehow or another, allowing even a lightly-armed ship to peck the most heavily-Shielded of enemy ships to death eventually. Notably, this means any Ion weapon with a sufficiently fast fire rate can overcome arbitrarily large Shield bubble counts singlehandedly, which is unique to Ion weaponry. Ion damage also locks out the enemy's ability to man that System or Subsystem, even if it's still partially operable even a single Ion hit will slow down all weapon charge speed or Shield recharge by denying the enemy the ability to man the room.įurthermore, Ion damage stacks in an odd way, with any hit against a System refreshing the Ion 'damage' timer on that System if it hasn't already timed out. except no, against Weapons it's how many weapons are disabled by the hit (Note this is specifically Weapons Drone Control doesn't lose control of a Drone per point of Ion damage, it just has a bar of Power usage locked out like other Systems), and against Subsystems it doesn't matter at all, they just get completely disabled by any Ion hit. 'Ion damage' is how much Power an Ion weapon locks out from a System. (Most Ion weapons are able to stun crew as a side effect) ![]() The basics of what they do are straightforward to describe: they disable Systems and Subsystems without doing any actual damage, with a hit on a Shield bubble instead being directed straight to the Shields system, including that crewmembers in the Shields room can be stunned by hitting the Shield bubble. Ion weapons are weird and don't behave entirely intuitively.
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