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Mad Mole
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Posted - 2008.10.30 23:05:00 -
[1]
Hi all,
I have been podded a couple of times in lowsec by being warp scrambled. Not complaining just trying to learn.
I had two Warp core Stabizilers fitted. I tried to activate them but nothing happened. I have a few questions
How do i activate the samn things? :)
If two ships warp scramble me does their warp scramble strength add up?
ie three ships scramble me for a total of warp scrample strength of three do I need three warp core stabiziers to counteract it.
Also what is the range of being scrambled. I seemed to being scrambled at further then the 20km as stated on the modules info.
Cheers
Dead again Mad Mole
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Hoshi
Deep Core Mining Inc.
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Posted - 2008.10.30 23:20:00 -
[2]
Warp stabs are always active, you don't have to do anything. Each stab add one point of warp strength, each long range warp disruptor remove one point and each short range warp scrambler remove two points, if you get below 0 you can't warp.
So there are several possibilities, either they had enough total points to stop you or perhaps they had a Heavy Interdictor, it has a special warp disruptor with infinite strength.
Normal disruptors have 20km range but faction versions have longer, there is also 2 gallante recon ships that have bonuses to disruptor/scramble range. ---------------------------------------- A Guide to Scan Probing in Revelations |
Tkar vonBiggendorf
Gallente Snake Eyes Inc Friend or Enemy
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Posted - 2008.10.30 23:23:00 -
[3]
There are 2 basic types of warp jammers. The Warp Disruptor has 1 point scram strength and a range of 20km. The Warp Scrambler has lower fitting requirements, 2 point scram strength, and a range of 7.5km.
Each Warp Core Stabilizer you fit increases your warp core strength by 1. If you have 2 WCS modules, then it takes more than 2 points of scram to stop you. That would be 3 disruptors, a disruptor and a scrambler, or two scramblers. Some ships fit more than one jammer module, and yes, jammers from multiple enemies add up.
Note that the Warp Disruptor II (T2 module) has a range of 24km. Additionally, overheating jammer modules increases their range for a short period of time.
You do not have to activate warp core stabilizers, they are always on. One of their negative side effects, though, is to increase your signature radius. This makes it easier for your enemies to get a target lock on your ship much faster, among other things.
Other helpful modules for you would be inertia stabilizers, to help your ship align to warp possibly before enough enemy ships can get a lock on you.
Then there is the Heavy Interdictor. This class of ship has a special warp jammer that when fitted with a script has an infinite warp scram strength. These ships come with a slow locking time by default, but in a gang propped up by several remote sensor boosters, can still lock you fairly quickly.
What ship are you flying in? If you're having trouble navigating low-sec, try stepping down to shuttles or frigates. They are typically hard to catch.
I promise nothingÖ. --CCP Prism X |
Fissu
Caldari
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Posted - 2008.10.30 23:28:00 -
[4]
You dont have to turn them on Warp core stabilizers are passive. Theres 2 types of scramblers, 2 point stregth and short range(7km) called warp scramblers and a 1 point stregth long range(20km) called warp disruptors. You would need 2 warp core stabs to negate the 1st type of scramblers and just one for the 2nd. Yeah scramblers add up if you have 2 guys tackling you with the warp scramblers you would need to have fit 4 warp core instas bhehehehe.
About what can you do: Get distance from them with a mwd or even an ab and warp, blow their cap with a neutralizer and warp, ECM them and warp. If you feel you can tank them for a while just head back to the gate and jump.
Theres no need to fit Warp core stabilizers unless you re using an hauler. They re innefficent for combat and if you stay alert at local and scanner theres no reason to be caught off guard.
Cheers!
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Helen Hunts
Gallente Red Dragon Mining inc
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Posted - 2008.10.31 02:08:00 -
[5]
Originally by: Tkar vonBiggendorf
You do not have to activate warp core stabilizers, they are always on. One of their negative side effects, though, is to increase your signature radius. This makes it easier for your enemies to get a target lock on your ship much faster, among other things.
Good except for the penalty listed. WCS kills your targeting range and speed, but does not make you easier to lock. For a combat fit of any kind, WCS is....ill-advised at best as you would have to be *MUCH* closer to lock a target, and that lock would take about double the time for each WCS fitted. Your own sig radius remains the same no matter how many WCS you have on.
Now a better idea might be to GTFO before the hostiles manage to get a lock on you. Inertial Stabilizers, Nanofibers, and agility rigs make a ship accelerate much faster. Evasive Manuvering and Spaceship Command both make anything you fly that much more agile as well. Small ships tend to be quick to accelerate as well. Cruisers, Battlecruisers and Battleships (especially) tend to take much longer to align, unless you fit for nothing but agility. (and even then, it's merely quick for a massive heap of metal) NOTE: Overdrive injectors will increase your top speed, but will *not* get you into warp faster. Afterburners and Microwarp drives can make your align times even higher. If you're able to MWD out of the range of a warp-scrambling device, you are no longer affected by it, so GTFO while you can. _______________________________
Mine da rocks, make more ships. Pop da rats, make more rigs. Sell da gear, make more money.
Any Questions? |
Mad Mole
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Posted - 2008.10.31 07:11:00 -
[6]
Edited by: Mad Mole on 31/10/2008 07:13:51 hi,
Thks for the info. I do not see the point of fitting warp copr stabizilers due to there restrictions. may as well fit anything I have to help me rat :)
I am now working on something else now to stay away from thou gate camps and somewhere i can put my il gotten gains safely till I can move the stuff
Podded again Mad Mole
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Ralara
Caldari D00M. Triumvirate.
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Posted - 2008.10.31 07:29:00 -
[7]
Mad, PM me in game will ya? --
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Micia
Minmatar Thrace Inc
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Posted - 2008.10.31 07:34:00 -
[8]
You been updating your clone after each podding, btw?
Didn't see you mention that; figured I'd ask. _______
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2008.10.31 16:28:00 -
[9]
Read
Also, if your ship's going to go pop, click on a celestial object and spam the WARP TO button in the top right. The second your pod appears you should instawarp.
CTRL + SHIFT + ALT + E, T, and F12 if you're worried about lag.
Originally by: Catharacta My CNR runs on salvager tears.
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Mad Mole
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Posted - 2008.10.31 20:12:00 -
[10]
Hi all,
Yep Micia, I am renewing my clone. Glad to say I only have a few SP at present I have also moved my base of operations because the group that are in the system I was going to base myself in seem to kill on sight :)
Thks Kahega I am now using the scanner abit more effectively as well as looking at local abit more.
Ralara I will contact you in game soon
Mad Mole
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Lieff
Over Dosed
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Posted - 2008.10.31 21:57:00 -
[11]
Try diplomacy ~ Woke up, with a gun. |
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