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Question on Phase Jamming Structures

By on April 1, 2009 11:39:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Zanosan

Join Date 12/2008
+1

Hello All,

I use to think that placement mattered when building those phase jamming structures that makes enemy phase jumps out of the system 7X longer.  But I think I've seen times where these enemy ships phase jump outside of the phase jammer tactical range but will a 7X penalty. 

Has anyone seen that before?

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April 1, 2009 12:50:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It absolutely does matter that the area of effect is covering your gravity well. In most cases, for asteroids, one PJI will cover the whole well. For the larger planets it take at least 2 if not 3 to cover the entire area. There are also some starbase upgrades on one race (i think) that can provide the same service. I have noticed for all abilities (capital and building alike) that the actual distance covered is a frigates length past the circle showing. So you could have ships still slowed by the PJI even though the purple circle isn't covering them.

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April 1, 2009 4:53:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks Codan,

It's good to know that it is possible for ships to be just outside the PJI to still be effected.  I'll be sure to strategically place time!

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April 1, 2009 5:29:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There are also some starbase upgrades on one race (i think) that can provide the same service.

I believe you are reffering to the jump degradation abilities that SB's get. this does not lengthen the charge up time of a jump, but instead deals damage (i believe 30%) and drains ALL of the ships antimatter once it completes its jump.

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April 1, 2009 5:43:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sqirelmaster,

There are also some starbase upgrades on one race (i think) that can provide the same service.


I believe you are reffering to the jump degradation abilities that SB's get. this does not lengthen the charge up time of a jump, but instead deals damage (i believe 30%) and drains ALL of the ships antimatter once it completes its jump.

Sqirelmaster is correct, also be careful when/if playing with auto-placement on, I knew the AI's placement of structures was out of wack, but try building 2 PHI, everytime I tried, both where side by side and to make matters worst, on the "wrong" side of the planet.

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