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stattester
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Posted - 2011.02.20 19:57:00 -
[1]
Hi all,
Im looking at getting a Rhea and need some advice from anyone who uses a JF as they look so easy to pop, let alone that you cant put any mods on and when someone gives you a cyno to a pos ive been told you are around 12km from the shield thats about 2 1/2 minutes in travel time for a Rhea. Because the cyno shows up in local it looks to to easy as one of the things i hate is that a small frig can bump any ship.
Its like a fly hitting the windscreen of a car and pushing it off the road (IT DOES NOT, THE FLY GET SPLATTED)
Im aware you can cyno almost next to a station but sometimes thats not always possible. Anyone who flys a rhea or equlivant if they can offer me some advice on how to keep it alive i would be grateful as i imagine its a very nice target to get due to the cost.
Regards Stat
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Horizonist
Yulai Guard 2nd Fleet Yulai Federation
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Posted - 2011.02.20 20:00:00 -
[2]
Good scouting and intel is the end of the entire story. Do not jump a JF anywhere without knowing who is in system and where they are.
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Ocih
Amarr The Program Controlled Chaos
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Posted - 2011.02.20 20:07:00 -
[3]
Jump Freighters are owned by people who have space to jump in to. High Sec to patrolled Low Sec To a Cyno field gen in Sov space.
Otherwise, they aren't much value. |
Goose99
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Posted - 2011.02.20 20:16:00 -
[4]
There are places where you can get straight from highsec to sov null.
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2011.02.20 20:28:00 -
[5]
Another way to quickly move would be to get a Nomad implant set, jump in, warp out, rewarp into shields.
/c
Secure 3rd party service | my in-game channel 'Holy Veldspar' |
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Dhund Wyer
Caldari
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Posted - 2011.02.20 20:28:00 -
[6]
Always jump onto a station.
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Kazuo Ishiguro
House of Marbles
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Posted - 2011.02.20 20:34:00 -
[7]
Originally by: Dhund Wyer Always jump onto a station.
Safest option- use wherever available. --- 34.4:1 mineral compression |
stattester
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Posted - 2011.02.20 21:21:00 -
[8]
Thanks for all the advice,
im thinking of using the station as can dock straight away if there are ppl in system, when no one in system then go to pos, the good thing is i can make it from jita to my low sec in 1 jump which is handy
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Shintai
Gallente Arx Io Orbital Factories Arx Io
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Posted - 2011.02.20 21:33:00 -
[9]
Originally by: stattester Thanks for all the advice,
im thinking of using the station as can dock straight away if there are ppl in system, when no one in system then go to pos, the good thing is i can make it from jita to my low sec in 1 jump which is handy
Just remember you cant jump the other way. --------------------------------------
Abstraction and Transcendence: Nature, Shintai, and Geometry |
Jessie42
Minmatar GoonWaffe Goonswarm Federation
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Posted - 2011.02.20 23:12:00 -
[10]
Originally by: Ocih Jump Freighters are owned by people who have space to jump in to. High Sec to patrolled Low Sec To a Cyno field gen in Sov space.
Otherwise, they aren't much value.
Using a cyno gen in a JF is possibly the most ******ed thing you could do.
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BeanBagKing
Terra Incognita Intrepid Crossing
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Posted - 2011.02.20 23:19:00 -
[11]
Originally by: Jessie42 Using a cyno gen in a JF is possibly the most ******ed thing you could do.
Originally by: Horizonist Good scouting and intel is the end of the entire story. Do not jump a JF anywhere without knowing who is in system and where they are.
The only reason people get ganked at cyno gens is because you can jump straight to it, and they do that, blindly. Don't jump a 4 bil isk ship into anywhere blindly and a cyno gen is just about as safe as a regular cyno (still better to jump in at docking range of course).
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mine4ever
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Posted - 2011.02.21 01:26:00 -
[12]
What always gets me is why do the state of the art ships, Titans, JF, Mother ships etc need to have someone light up a cyno for them, you would think they could do it themselves, its like in real life having a nuclear missile and having to have a guy on the ground with a laser to point the way. I can understand why CCP have done it in eve but you would think the ships would be able to Jump themselves.
The other option would be a single gate that you can create, example in Babylon 5 they use one gate and travel via the vortex to a system of there choice, it takes time but its one journey. It just makes ganking to easy for very slow ships that have no defense or mods to use.
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MillerLIte
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Posted - 2011.02.21 03:06:00 -
[13]
DO NOT EVER JUMP A JUMP FREIGHTER TO A POS. That is the most stupid thing you can do. People will sit on them with a cloaked ship and as soon as you jump in then they pop a cyno and drop caps on you. I have had it happen twice, but was able to save my jump freighter cause i was using carrier support as well. Lost 1 carrier. Get to know your stations. Pick stations with huge docking radius. That way you have plenty of room to jump in and be in docking range. If your worried about losing cyno ships get over it, a 3 mill isk ship is not worth risking a 4 bill isk ship plus cargo.
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Aessoroz
Nohbdy.
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Posted - 2011.02.21 03:41:00 -
[14]
Originally by: MillerLIte DO NOT EVER JUMP A JUMP FREIGHTER TO A POS. That is the most stupid thing you can do. People will sit on them with a cloaked ship and as soon as you jump in then they pop a cyno and drop caps on you. I have had it happen twice, but was able to save my jump freighter cause i was using carrier support as well. Lost 1 carrier. Get to know your stations. Pick stations with huge docking radius. That way you have plenty of room to jump in and be in docking range. If your worried about losing cyno ships get over it, a 3 mill isk ship is not worth risking a 4 bill isk ship plus cargo.
No your problem is you lit a cyno with a hostile in local.
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Doctor Ungabungas
Caldari GoonWaffe Goonswarm Federation
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Posted - 2011.02.21 03:42:00 -
[15]
Edited by: Doctor Ungabungas on 21/02/2011 03:44:09 1. Don't ever jump to anything that's not a station. 2. Understand the geometry of the station so that when you jump in (within a 5km sphere of the cyno), you will still be 0m from the station. 3. Don't ever jump to anything that's not a station. 4. Don't ever jump to anything that's not a station. 5. Don't ever be more than 20 seconds away from safety. (Don't ever jump to anything that's not a station.)
And Rhea's aren't quite as fragile as you think. With support skills it can take well over twice the beating that a freighter can. (Although a titan will still pop you without breathing heavy).
Originally by: Aessoroz No your problem is you lit a cyno with a hostile in local.
If the bad guy knows where you're going (and he will), he doesn't need to have a hostile in your destination system until after you've jumped.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2011.02.21 03:48:00 -
[16]
Edited by: Batolemaeus on 21/02/2011 03:47:52 You can jump to something other than a station..provided you know what you're doing, have scouted the system, and have taken precautions so nobody gets the drop on you in any conceivable fashion including an awoxing alt.
Not a lot of people in JF know what they're doing though..
Originally by: Goose99 There are places where you can get straight from highsec to sov null.
lies.
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BeanBagKing
Terra Incognita Intrepid Crossing
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Posted - 2011.02.21 04:18:00 -
[17]
Originally by: Batolemaeus
Originally by: Goose99 There are places where you can get straight from highsec to sov null.
lies.
EC-P8R
1.3 ly from system to system, not only within jump range of every capital with JDC 1, but you could just take the gates from highsec to sov null if you wanted
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Jovan Geldon
Gallente Lead Farmers Kill It With Fire
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Posted - 2011.02.21 04:25:00 -
[18]
Originally by: Batolemaeus
Originally by: Goose99 There are places where you can get straight from highsec to sov null.
lies.
Derp.
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Doctor Ungabungas
Caldari GoonWaffe Goonswarm Federation
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Posted - 2011.02.21 04:43:00 -
[19]
Originally by: Batolemaeus Edited by: Batolemaeus on 21/02/2011 03:47:52 You can jump to something other than a station..provided you know what you're doing, have scouted the system, and have taken precautions so nobody gets the drop on you in any conceivable fashion including an awoxing alt.
Not a lot of people in JF know what they're doing though..
Scouting the destination system won't save you from a login trap. And don't forget the new 15km cyno sphere on POS make it dicier than ever. Even if you scout both your jump off and your destination properly, a roaming gang that happens to come across you while you're 10km from the POS will make sure you're not getting away.
Originally by: Goose99 There are places where you can get straight from highsec to sov null.
Originally by: Batolemaeus lies.
The only reason to live in Geminate is that you can hit (parts of it) it from the Jita 4-4 undock.
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Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2011.02.21 05:03:00 -
[20]
Edited by: Batolemaeus on 21/02/2011 05:03:34
Originally by: Doctor Ungabungas
Scouting the destination system won't save you from a login trap. And don't forget the new 15km cyno sphere on POS make it dicier than ever. Even if you scout both your jump off and your destination properly, a roaming gang that happens to come across you while you're 10km from the POS will make sure you're not getting away.
My cynoalts have 2x web + cloak for precisely that reason. Nothing forces you to clowboat into ff. I've cynoed into all sorts of party hostile systems that way. You just sacrifice a new t1 fit cynokestel every time you do it.
Originally by: Doctor Ungabungas
The only reason to live in Geminate is that you can hit (parts of it) it from the Jita 4-4 undock.
Lies. Nobody would ever do that.
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Boonaki
Caldari Focused Annihilation Detrimental Imperative
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Posted - 2011.02.21 05:36:00 -
[21]
do your jumps 30 seconds before downtime, makes it a 100% safe.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.02.21 05:55:00 -
[22]
Originally by: mine4ever What always gets me is why do the state of the art ships, Titans, JF, Mother ships etc need to have someone light up a cyno for them, you would think they could do it themselves, its like in real life having a nuclear missile and having to have a guy on the ground with a laser to point the way. I can understand why CCP have done it in eve but you would think the ships would be able to Jump themselves.
The other option would be a single gate that you can create, example in Babylon 5 they use one gate and travel via the vortex to a system of there choice, it takes time but its one journey. It just makes ganking to easy for very slow ships that have no defense or mods to use.
Mine4ever, see my signature and contribute
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody! |
Narisa Bithon
Caldari
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Posted - 2011.02.21 14:50:00 -
[23]
rules of jumping
always jump into a system within dock range of a station.
supercarriers can rip apart a jf in seconds outside a pos........ the pos wont even dent the supercarrier's shields. they are too over power in this respect. CCP buff pos' they get reinforced too easily now.
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Joe Skellington
Minmatar JOKAS Industries
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Posted - 2011.02.21 14:54:00 -
[24]
Edited by: Joe Skellington on 21/02/2011 14:54:07
Just dual web the Freighter to make it insta warp to a station or something.
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Jessie42
Minmatar GoonWaffe Goonswarm Federation
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Posted - 2011.02.21 15:24:00 -
[25]
From Jita you can hit a variety of tribute systems.
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Tippia
Sunshine and Lollipops
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Posted - 2011.02.21 16:13:00 -
[26]
Originally by: BeanBagKing EC-P8R
AKA meat grinderà ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
Batolemaeus
Caldari Free-Space-Ranger Morsus Mihi
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Posted - 2011.02.21 17:27:00 -
[27]
Originally by: Jessie42 From Jita you can hit a variety of tribute systems.
LIES! LIES AND SLANDER!
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Culmen
Caldari Blood Phage Syndicate
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Posted - 2011.02.21 17:40:00 -
[28]
Originally by: Kazuo Ishiguro
Originally by: Dhund Wyer Always jump onto a station.
Safest option- use wherever available.
Also FFS, make sure your cyno pilot is not a moron, last thing you want is to bounce off the station and out of dock range.
Finally, make sure the station is not a kick station, docking is only half of the null/low sec freighter game, you got to get out as well.
and further more why do i even need a sig? |
ShahFluffers
Ice Fire Warriors
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Posted - 2011.02.21 19:58:00 -
[29]
Originally by: Culmen
Also FFS, make sure your cyno pilot is not a moron, last thing you want is to bounce off the station and out of dock range.
There are stories about this. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |
Jack Gilligan
1st Cavalry Division Phalanx Alliance
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Posted - 2011.02.21 21:28:00 -
[30]
Edited by: Jack Gilligan on 21/02/2011 21:33:05 Here's my .02 ISK from someone who's been flying JF's for over a year now:
The first rule of flying a Jumpfreighter is NEVER cyno onto anything that isn't a space station.
If you do that, odds are it would be very unlikely for you to get destroyed before you could dock, as JF's have pretty high EHP, it'd take a whole lot of BS's to alpha you to death or a capital hot drop right on top of the station you jumped to.
If you cyno onto a station (particularly one with a huge docking radius) you can pretty much either dock, or get into warp to the highsec gate fairly safely. Remember, in lowsec, they can't use bubbles, so once you are in warp to the gate to highsec they can't stop you from landing at 0 and jumping. Always CYNO to lowsec or 0.0, NEVER use gates to get FROM highsec to lowsec or 0.0, the whole purpose of the jump drive is to bypass gatecamps, that's the whole reason for this ship's existence.
Honestly, a JF should never die in lowsec.
Really, if you stick to that, your greatest risk with a JF is actually IN highsec, where you could be suicide ganked, though again, if you are flying her non AFK and, thus, always warping to 0, this could only happen when jumping IN to a system before you are aligned. This risk can also be greatly reduced by using a scout, and/or an in-corp alt to both let you scout the system ahead AND web your freighter.
I also recommend investing in implants that increase your warp speed as well as agility. These will reduce your align/warp time, as well as increase your speed in warp which cuts down the time you are traveling. Warps between gates along the market hub routes tend to be long ones, getting your warp speed up to .84AU can save you considerable time. Avoid implants that increase your ship's speed, you should never be in a situation where you are burning to ANYTHING, and a higher top speed makes you slower to get into warp.
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