We’re nearing the completion of every abilities that were planned for the release of the game, so we thought we’d brief you on each of the device abilities (abilities that every species can use). There are 8 types, and unlike every other parts you can equip in the game, different marks of these devices come with very different behaviors.
Optimization programs are one of the two devices available from the start. Upon activation, they grant a buff to your ship. The twist is that this buff is contagious among your allies. So if an allies gets close to you, he will get the buff, and should he move away and get close to another ally, he will get the optimization buff as well. By sharing the program, it’s possible to maintain it continuously among every members of your team.
This is the other device that is available from the start. The quantum hook is a tractor beam that helps center your ship toward an enemy, making it easier to shoot at. While the first hook is only used to help with aiming, the other ones also hamper the enemy’s mobility, making it an easier target for your whole team.
These are used to make yourself harder to target or detect. Effects range from granting complete invisibility to both eyes and radars to simply interrupting weapons targeting at you. Stealth can be used both defensively or offensively. You can use it to get out of harm’s way or to start a surprise attack on either the carrier or an unsuspecting gunship.
Perhaps the most straightforward of all abilities, these supplies simply restock the player and all nearby allies in either Shield, Ammo, Energy or all of those at the same time. Supplies allow for gunships to stay out for longer, reducing the amount of travels to and from your dock.
Hacking bots are used to afflict enemies with negative effects. The player has to maintain the target within its targeting window for a certain time to trigger the negative effect. The fun part is that the target isn’t aware that he’s being hacked until the effect triggers. If the player keeps the target within sight for a few more second, it will also add a damage-over-time effect, but it won’t be easy to stay on target since the player will know he’s being hacked by then.
Carrier Commands trigger special effects that enhance or protects your carrier in various ways. It can be used to accelerate the speed at which shields are regenerated, or it can be used to increase the strength of your turrets and revive those that were destroyed for a short while. My personal favorite however is the core purge, which triggers an enormous explosion within the carrier to severely damage any gunship inside. While more circumstantial than the other carrier commands, a well placed Core Purge can turn the tide of a match completely.
Sabotage are the equivalent of hacking the enemy’s carrier. These abilities take some time to come into effect, meaning that they require tight coordination with your team to benefit fully from its effects. Sabotage can be used to trigger false alarms, to slow down the carrier’s shield regeneration, to shut down the turrets or to shut down the force fields protecting various weak points, such as the cannon while it is idle or the entrance to the core room.
Sentries are similar to the turrets defending the carrier ships, but these are called by the players and can’t be targeted. Instead, they leave the battlefield once they’ve depleted their ammo. Just like weapons, sentries come in different types, from beams to machine guns to cannons to chain lightning attacks.