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Plippy Ploppy Cheesenose
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Posted - 2011.07.10 06:47:00 -
[1]
Got a capital that I have to move to some friendly space from low sec. Just to make completely sure - the steps to do this would be:
*Fleet up with cyno alt (cyno corp mate) *Ensure local space is clear *Light cyno in friendly(-ier) space *Undock cap and when undocked, r-click capacitor to immediately jump to cyno being *If **** happens either end, I can dock cap even with possible aggro (unless ofc it's a "kick-out station" when things get pretty interesting ... |
Cpt Sc4rlet
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Posted - 2011.07.10 10:04:00 -
[2]
As soon as you exit the station, press CTRL+SPACE which will stop your momentum but not stop the session timer. |
NoNah
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Posted - 2011.07.10 10:19:00 -
[3]
No reason to light the cyno before you undock your cap, as you can't jump to it before the session timer is over anyway. It's really just extra risk for no reason. |
Furb Killer
Gallente
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Posted - 2011.07.10 11:09:00 -
[4]
Yep I would first undock and make sure you are in docking range of station, then let your friend light the cyno. The part of making sure it isnt a kickout station you usually dont do in your cap. |
Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.10 12:10:00 -
[5]
If you do bounce (highly unlikely if the cyno guy is skilled), log off imediately. Logging back on a few minutes later should see you warp in at 0 on the station
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Plippy Ploppy Cheesenose
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Posted - 2011.07.10 14:04:00 -
[6]
ok thanks much as I figured then - good idea to light cyno after undock. I'll go try this on test server first, I'd hate ending up on killmail first time I undock billions of isk ... |
Plippy Ploppy Cheesenose
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Posted - 2011.07.11 06:39:00 -
[7]
What's the best distance to place a cyno relative to a station btw? If it's too close, I think the cap can bounce off (as said above).
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Headerman
Minmatar Quovis Shadow of xXDEATHXx
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Posted - 2011.07.11 07:00:00 -
[8]
One handy way to do it is to open the tactical overlay and judge up to 10km off the physical station, while still being at 0 all around it. It depends on the station.
For Gallente stations, check above or below the station. For Amarr, below, for Caldari usually it's on the undock point. Do some fast orbits or check around to find a 'sweet spot'.
Lastly, when the cap undocks, it's got 20-30 seconds before it can jump (similar timer when re-docking instantly), hence the need for the cap pilot to tell you when to undock the cyno and get into position and light it.
If the cyno ship gets popped, spam the warp button to another celestial, DON'T try to dock into the station there.
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Furb Killer
Gallente
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Posted - 2011.07.11 08:19:00 -
[9]
Edited by: Furb Killer on 11/07/2011 08:20:57
Originally by: Plippy Ploppy Cheesenose What's the best distance to place a cyno relative to a station btw? If it's too close, I think the cap can bounce off (as said above).
While a bit overkill if you got more experience with it, the savest way to do it that i am aware of:
- Fine a nice spot on the station that looks to be an area where you are far from the station structure, but still in docking range.
- Find the edge of docking radius here (approach station at zero from direction that will bring you to that spot, your ship will stop then at 0km distance, which is docking range), drop a can here to mark it.
- Fit a salvager on your cyno ship: capitals who jump to a cyno will always end up at exactly 5km from the cynos location, which wont be much more than 100m from the center of your ship. Now activate tactical overlay, and if you hold your mouse on the salvager it shows you the sphere at which caps can land.
- Find a nice spot where your sphere does not collide with the structure of the station (and a little bit of room left is nice), and where the container is not inside the sphere.
Picture: Linkage (In the picture the large spikey things are behind the sphere, only some small spikey thing is in the sphere and that doesnt bump, you can easily verify such things by just flying through them in your cyno frig)
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