Hold cloak (HC) - When you jump through a gate, you will stay cloaked for 60 seconds as long as you don't move.Larger (slower) ships may accomplish this faster by bouncing off a near by Celestial, preferable a planet or asteroid belt, not a moon. Reapproach the Gate - Move back into jump range (less than 2500m) of the nearest gate.Hold on Contact (HOC) - Do NOT jump through the gate you are at or are in warp to.Jump on Contact (JOC) - Jump as soon as you can when you reach the gate.Jump, Jump, Jump (JJJ) - Jump through the gate you are at, or are in warp to.Shield boosters and armor repair units not included for this command. Defensive Modules Hot - After uncloaking, turn on defensive modules such as damage control and active hardeners (armor / shield).Bounce - Warp to safe spot, planet (70 to 100 KM), sun (70 to 100 KM), or other safe celestial (not a moon), and then come back to last fleet location or new location provided by squad commander, wing commander, or fleet commander.
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