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Sassums
Gallente Estel Arador Corp Services
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Posted - 2010.12.29 02:13:00 -
[1]
I seem to have missed the memo where it states that after I jump between clones I have to wait another 24 hours to jump back?
How does that make sense or what is the point in using a jump clone if I can't jump back to my normal character after im done using my jump clone?
I have my main that does all the training because it has implants and the other one that has no implants so I dont have to worry about being podded.
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Mal Lokrano
Gallente The Executives IT Alliance
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Posted - 2010.12.29 02:20:00 -
[2]
It has been that way since I started playing almost 3 years ago. It is an inconvenience of course, but it is still nonetheless handy if you need to jump across many regions quickly. As a bonus, you don't need to pay for a medical clone upgrade like you do after a clone taxi. _____ When going to a party with wine, women, and song. Always ascertain the vintage of the first two.
Your friendly neighborhood pod liberator. |
Sassums
Gallente Estel Arador Corp Services
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Posted - 2010.12.29 03:32:00 -
[3]
I guess but now I have to wait 24 hours to get back into my normal body that has the implants, so thats 24 hours of slower training. :(
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Tau Cabalander
Caldari
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Posted - 2010.12.29 04:05:00 -
[4]
+2 implants are really cheap.
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Xercodo
Amarr INESTO Task Force
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Posted - 2010.12.29 05:35:00 -
[5]
this is a built in penalty and works kinda like how auto pilot drops you so far away form a gate
also ANY guide you may have read should have had the 24 hr timer plastered all over it
-------------------------------------------------- The drake is a lie
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M'pact
Gallente Federal Navy Academy
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Posted - 2010.12.29 06:35:00 -
[6]
I used to go against the grain and PvP with a full +4 clone with skill hardwires in null-sec. I even went to war in Pure Blind with a full set of high-grade Halo implants and skill hardwires. I kept a spare implant set handy just in case, but the Halos survived to be sold with the character a couple of months ago.
I'd recommend at least some implants for your PvP clone. Even two +3s for your primary and secondary attributes help immensely assuming you keep to an optimized skill plan. ----- Marcel "M'pact" Paquet Greater impact than a planet-killing asteroid strike. |
foksieloy
Minmatar Universal Army Ushra'Khan
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Posted - 2010.12.29 06:59:00 -
[7]
What M'pact said. Nothing stops you from putting at least some implants in your new clone.
Actually later in your career you will probably keep specialised clones for specific implants anyway. _______________________ Drink Eau du Nichup«, the taste of heaven. Now available as Nichup Citrus« as well! |
Estel Arador
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Posted - 2010.12.29 07:34:00 -
[8]
Originally by: Sassums How does that make sense or what is the point in using a jump clone if I can't jump back to my normal character after im done using my jump clone?
That would make jumpclones overpowered. Jumpclones still have their uses, even with the built in delay. The service you're using links to this jumpclone guide, people have told me it's a good read.
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Merouk Baas
Gallente
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Posted - 2010.12.29 08:00:00 -
[9]
Yup, you missed the memo.
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Sassums
Gallente Royal Assassins Guild Imperial Crimson Legion
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Posted - 2010.12.30 12:23:00 -
[10]
Thanks for all the help, and I had kind of assumed the Jump Clone would be implantless, so that way in the event I get podded, I Don't have anything to lose.
I don't really want to put any +3's into it or other hardwire implants because they aren't exactly the cheapest things in the world.
Maybe in the future you are right, I will have special clones for each task, which is what I am doing now, just planning ahead, but I don't think I have enough SP (18mil) to really get into clones that way.
I have my main with all the implants and skill hardwiring for my mining character. I was then going to have another clone for exploration as well as combat, the problem with loading a combat character with anything is you run the risk of losing all the implants.
Do they really help that much in combat?
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foksieloy
Minmatar Universal Army Ushra'Khan
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Posted - 2010.12.30 13:00:00 -
[11]
Originally by: Sassums Do they really help that much in combat?
Yes.
For example if you ever get into multiple races, you will probably have a clone with a CPU% implant for caldari ships, one with PG% for rest, maybe a clone with different mindlinks if you train up command ships, and so on... _______________________ Drink Eau du Nichup«, the taste of heaven. Now available as Nichup Citrus« as well! |
M'pact
Gallente Federal Navy Academy
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Posted - 2010.12.30 19:10:00 -
[12]
Quote: Do they really help that much in combat?
The extra few percentage points of DPS (from damage or rate of fire hardwires) or tank (from the various shield and armor hardwires) can help the everyday PvP character survive many battles. Mindlinks and such can help the more specialized characters give maximum bonuses for fleet-mates. Oh yeah, hardwires are quite useful.
And remember ... unless your gang/fleet goes into a situation totally unprepared, you stand a good chance of keeping your clones intact. Scouts and independent intel will be used by any competent corp/alliance to maximize your chances. One of my characters spent nine months in null-sec, roughly half of that at war in and around Pure Blind. Even with multiple daily small/medium gang ops and large fleet fights, he was only podded two or three times. And when you're not at war in null-sec, you should be averaging 30-35 million ISK per hour ratting or doing anomalies in an upgraded system (assuming you have sovereignty of course). You should be able to recover lost implants quite quickly. ----- Marcel "M'pact" Paquet Greater impact than a planet-killing asteroid strike. |
Dani WH
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Posted - 2010.12.30 20:52:00 -
[13]
You answered your own question.
everyone and his dog would jump to empty clone then jump back to the maxxed one... that's unfair.
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Sassums
Gallente Royal Assassins Guild Imperial Crimson Legion
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Posted - 2010.12.30 23:04:00 -
[14]
The Corp/Alliance I am in does not have anything in Null Sec and trying to find a new corp is quite a task, suggestions?
I do see what you mean in regards to creating different clones for different race bonuses, currently I have the main one that will decrease training times but also has all the mining hardwire skill plants in it.
I am making another for ice mining as well, and then a third I think for exploration and scouting.
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Joe Starbreaker
M. Corp
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Posted - 2010.12.31 00:42:00 -
[15]
Originally by: Sassums I do see what you mean in regards to creating different clones for different race bonuses, currently I have the main one that will decrease training times but also has all the mining hardwire skill plants in it.
Well, you can also have different jump clones for different training tasks. I don't know what kind of implants you're using now (maybe +3?) but when you get to +4 and +5 implants, they're so hella expensive you're not going to want to fly around with a skull jammed full of them. Most of my jumpclones have two implants: Per+4 Wil+4 in one clone, Int+4 Mem+4 in another, and so on. That's another way to keep your skill training up while limiting your potential losses.
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Sassums
Gallente Royal Assassins Guild Imperial Crimson Legion
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Posted - 2010.12.31 05:41:00 -
[16]
Currently my main has all +3 Implants except for a +5 in the Intel and Memory slots.
I also have some expensive hard wiring skills for mining, that I thought about after the fact, and I should have waited and made a mining clone instead of using the main learning clone.
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