Space Haven

Space Haven

Disable Targetting Jammer?
I'm very new to ship combat and have installed a shield generator, auto turret, rocket turret, and now the targetting jammer.

If I understand correctly, the jammer will prevent me from attacking hostile ships. How can I use my turrets? Is there a way to deactivate the jammer?
Originally posted by aksel_bugbyte:
Yes, indeed. It can be turned off in the attack systems menu, same menu where the turrets are selected and given a target. There is a disable/turn off button in there when the target jammer is selected.
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The author of this thread has indicated that this post answers the original topic.
May 24, 2022 @ 1:14am 
Yes, indeed. It can be turned off in the attack systems menu, same menu where the turrets are selected and given a target. There is a disable/turn off button in there when the target jammer is selected.
Much appreciated
Originally posted by aksel_bugbyte:
Yes, indeed. It can be turned off in the attack systems menu, same menu where the turrets are selected and given a target. There is a disable/turn off button in there when the target jammer is selected.

Where? I don't find it. I can stop charging, but, that doesn't help. Only other button is Repair.
Press the "stop charging" button. That, I guess, effectively turns it off.

I notice that when you have it charging (which it is by default right after you build it), you suddenly have a person at your shields station 24/7, even if you have shields readiness status set to off (this, I dare say, is a bug).
It is a bit strange that the target jammer forces crew stations even with shield settings turned off. Ship consoles drive crew to the breaking point even on casual ship alert, so they require constant attention to avoid causing mental breaks.

It's even more strange how much crew XP it generates. It's easy to hit XP cap in less than an hour of using it, and double the XP cap in 3-4 hours. The XP system seems inconsistent in general so some skills are far easier to raise than others.
I also see no button to turn it off. I can only verify the "don't charge" button. This is far away from an instant change though. You will have to wait for it to slowly lose charge which can take a while.

I found a different approach.

The targeting jammer needs access to a power node. I placed my targeting jammer away from everything else and now use the power node to just move the power grid of that node (so that it doesn't include the targeting j. anymore) and de-power the targeting jammer.
That's much faster than waiting for it to lose charge.
If the jammer was as easy to toggle as a light switch, it would also be that easy to "cheese" the Ai, causing damage to hostile ships a little at a time, and then going back to 'invulnerability mode' to repair and rest the crews. The Ai currently seems to prioritize shooting at guns and shields: If the jammer was made a #1 priority for hostile Ai, players might face a tougher challenge if it goes offline.

The jammer's toggling 'delay' - made up of both crew in the chair, and the jammer's charge level, forces a commitment to taking the fight either with ship guns, or facing / making boarding parties: no ship guns. It's also useful to have an "off" delay to protect the ship, while changing the crew member in the control seat. I think current behavior - including some delay and randomness from the crewing mechanics, might be better for game balance than instant off or on.
The target jammer already needs a warmup window before it activates and the "cheese" is hardly a cheese when nearly every enemy ship has shields. You can fix up, they can fix up, and it's pretty much a forced stalemate for both sides.
Originally posted by Bobucles:
The target jammer already needs a warmup window before it activates and the "cheese" is hardly a cheese when nearly every enemy ship has shields. You can fix up, they can fix up, and it's pretty much a forced stalemate for both sides.


Yes, I think it would be great with an instant off. Make it take time to power up again (As it does), but it does feel odd it takes so much time to turn off.

I usually dismantle the jammer once my ships become stronger, too much of a pain to maintain- I'd rather spend the points elsewhere.
I've experimented with disabling the target jammer. Disabling it doesn't work, and even shutting down the power node doesn't work. If someone as at the shield station, it stays active until the crew leaves.

Unfortunately, taking someone off of shields also shuts down the shield regen. So you're stuck with no shield recovery while waiting for the next guy to find the shield console, and if you're getting shot at that's a BIG deal. Space combat is incredibly fast, so if someone is say, 10 tiles away from the console, that's an easy 100 damage on your ship.
I do this all the time. It just takes a little time to shut OFF. From what I understand once it is charged you still have to expense the energy that is still in the jammer. It works the same as the shield, once they are charged even if you turn them off, the shield is still there until it is removed, then when they are off, they are not charged back.

I battle like that when I am outnumbered, I turn off the jammer and destroy the reactor of one ship to ensure that no one leaves (once they have a SOS none of the ships will leave) then jammer back ON and I have my kill zone ready for when they board me. Then once I killed/imprisoned most of them I just board and finish the remaining survivors.

My personal record was 12 ships in one sector. They were just coming to me by waves of 3 ships.

You can experiment it. I think it takes around 30 sec to charge the jammer and around 2 min to deplete it once you set it to Not charging.

I mostly use the Jammer to force ennemies to board my ship.

Personally, I like it like that. An instant ON and OFF would spoil it for me, I like that you have to time it properly, especially when you have 3 ships tearing your shields.

I have 13 energy turrets (2 big ones) to wipe as fast as possible the shields and 2 missile turrets to destroy, 3 salvo of missiles and bam no hyperdrives, I target the smaller ship first.
you really have to have your crew in battlestation mode to reload fast enough if you have some storage close to your turrets and fix any damage if your shields get done for while doing that.

The jammer needs to be charged permanently that's why there is always a crew member when it is ON.
I usually turn it ON when I see ennemies coming to my sector or right before jumping just in case I have to stop in hostile territory.

I hope it helps you to devise some fun battle strategies.
stop recharge and it cease to funktion.
the jammer is in a strange position anyway. it needs long to research, so you mostly get it when you already dont need it any longer because your arnament and defense are alreaddy at a point where you pulverice any hostile fleet.
also its function is strange, seriously no shooting possible at all? i woud understand it when we have a total Turret AI, but we need a guy at a console to use Turrets, so where is the manual aim? cant tell me the jammer jams the brain of the operator or of any gunner...
woud make more sense when it does a % of failed shoots (at the moment every shoot hits the target) with some optical shinigans.

makes me also wonder how the anti fighter turrets fit in, are they get jammed too? that woud be design desaster...
Какая же тупая ♥♥♥♥♥ эта глушилка, спомтрю тут еще с 2023 года комменты о том как она работает через жопу, идет середина 2026, воз и ныне там, серьезно? Нельзя ее сразу вырубить, вот это поворот. вот это мощь технологий)))))
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