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The Reverend
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Posted - 2004.08.18 08:35:00 -
[1]
As title says - been testing extensivly these last few days - they are right royally b0rked :-)
m0ovie links |
The Reverend
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Posted - 2004.08.18 08:35:00 -
[2]
As title says - been testing extensivly these last few days - they are right royally b0rked :-)
m0ovie links |
Randuin MaraL
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Posted - 2004.08.18 08:43:00 -
[3]
Since when should warp scramblers prevent someone from jumping? Should they not prevent from warping away "after" jumping - or from warping away "before" a camped gate? ____________________________________________________
Never be in the company of anyone with whom you would not want to die.
MEDUSA veteran, Khumaak Award winner |
Randuin MaraL
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Posted - 2004.08.18 08:43:00 -
[4]
Since when should warp scramblers prevent someone from jumping? Should they not prevent from warping away "after" jumping - or from warping away "before" a camped gate? ____________________________________________________
Never be in the company of anyone with whom you would not want to die.
MEDUSA veteran, Khumaak Award winner |
Impuls
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Posted - 2004.08.18 08:50:00 -
[5]
indeed
is it when they try to warp away or just jump thru the gate....?
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Impuls
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Posted - 2004.08.18 08:50:00 -
[6]
indeed
is it when they try to warp away or just jump thru the gate....?
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Toran Mehtar
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Posted - 2004.08.18 08:52:00 -
[7]
I think what he's trying to say is that a ship should drop out of warp at the point in space at which it makes contact with the disruptors area of effect rather than the point they've set up the insta-bm for.
Isn't that how they were supposed to work ?
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Toran Mehtar
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Posted - 2004.08.18 08:52:00 -
[8]
I think what he's trying to say is that a ship should drop out of warp at the point in space at which it makes contact with the disruptors area of effect rather than the point they've set up the insta-bm for.
Isn't that how they were supposed to work ?
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Orestes
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Posted - 2004.08.18 08:55:00 -
[9]
The "End" Destination of an instajump is usually 15 km behind the gate.
As far as I know, a WarpDisruptor only stops warp paths that end in its sphere of influence. This could be why instajumpers are not stopped by them.
Join the IC! |
Orestes
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Posted - 2004.08.18 08:55:00 -
[10]
The "End" Destination of an instajump is usually 15 km behind the gate.
As far as I know, a WarpDisruptor only stops warp paths that end in its sphere of influence. This could be why instajumpers are not stopped by them.
Join the IC! |
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Toran Mehtar
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Posted - 2004.08.18 09:10:00 -
[11]
Originally by: Orestes The "End" Destination of an instajump is usually 15 km behind the gate.
As far as I know, a WarpDisruptor only stops warp paths that end in its sphere of influence. This could be why instajumpers are not stopped by them.
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
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Toran Mehtar
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Posted - 2004.08.18 09:10:00 -
[12]
Originally by: Orestes The "End" Destination of an instajump is usually 15 km behind the gate.
As far as I know, a WarpDisruptor only stops warp paths that end in its sphere of influence. This could be why instajumpers are not stopped by them.
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
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Duhoh
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Posted - 2004.08.18 09:18:00 -
[13]
Edited by: Duhoh on 18/08/2004 09:21:32
Originally by: Orestes The "End" Destination of an instajump is usually 15 km behind the gate.
As far as I know, a WarpDisruptor only stops warp paths that end in its sphere of influence. This could be why instajumpers are not stopped by them.
0_o
From what I read and seemed to understand, they are supposed to pull anyone out of warp provided that they fly through the disruption sphere that is in the same grid as their warp destination (and the same for a grid of origin). Is my understanding wrong?
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Duhoh
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Posted - 2004.08.18 09:18:00 -
[14]
Edited by: Duhoh on 18/08/2004 09:21:32
Originally by: Orestes The "End" Destination of an instajump is usually 15 km behind the gate.
As far as I know, a WarpDisruptor only stops warp paths that end in its sphere of influence. This could be why instajumpers are not stopped by them.
0_o
From what I read and seemed to understand, they are supposed to pull anyone out of warp provided that they fly through the disruption sphere that is in the same grid as their warp destination (and the same for a grid of origin). Is my understanding wrong?
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Orestes
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Posted - 2004.08.18 09:18:00 -
[15]
Originally by: Toran Mehtar
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
As far as I know (could be outdated information) the point where you would normally drop out of warp has to be within the sphere of influence of the disruptor. Mid-warp installing of disruptors wouldn't do anything, since the end of the warp path isn't in its sphere of influence.
No idea about grids.
Join the IC! |
Orestes
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Posted - 2004.08.18 09:18:00 -
[16]
Originally by: Toran Mehtar
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
As far as I know (could be outdated information) the point where you would normally drop out of warp has to be within the sphere of influence of the disruptor. Mid-warp installing of disruptors wouldn't do anything, since the end of the warp path isn't in its sphere of influence.
No idea about grids.
Join the IC! |
Jazz Bo
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Posted - 2004.08.18 09:27:00 -
[17]
Originally by: Orestes
Originally by: Toran Mehtar
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
As far as I know (could be outdated information) the point where you would normally drop out of warp has to be within the sphere of influence of the disruptor. Mid-warp installing of disruptors wouldn't do anything, since the end of the warp path isn't in its sphere of influence.
No idea about grids.
We installed a small warp mobile warp disruptor near a gate last night, on the direct line between the only two gates in the system, after which I tried warping to the gate from the other gate using an insta-jump BM which usually lands me 500m from the gate. Results:
1st try: dropped out of warp 67km from the gate, about 60km from the MWD. wtf? 2nd try: dropped out of warp 55km from the gate 3rd try: dropped out of warp 5km from the gate 4th try: dropped out of warp where I usually do 5th try: dropped out of warp where I usually do
and so on.
Conclusion: they are bugged. Sometimes they work, sometimes they don't, sometimes they work but not the way they're supposed to.
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Jazz Bo
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Posted - 2004.08.18 09:27:00 -
[18]
Originally by: Orestes
Originally by: Toran Mehtar
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
As far as I know (could be outdated information) the point where you would normally drop out of warp has to be within the sphere of influence of the disruptor. Mid-warp installing of disruptors wouldn't do anything, since the end of the warp path isn't in its sphere of influence.
No idea about grids.
We installed a small warp mobile warp disruptor near a gate last night, on the direct line between the only two gates in the system, after which I tried warping to the gate from the other gate using an insta-jump BM which usually lands me 500m from the gate. Results:
1st try: dropped out of warp 67km from the gate, about 60km from the MWD. wtf? 2nd try: dropped out of warp 55km from the gate 3rd try: dropped out of warp 5km from the gate 4th try: dropped out of warp where I usually do 5th try: dropped out of warp where I usually do
and so on.
Conclusion: they are bugged. Sometimes they work, sometimes they don't, sometimes they work but not the way they're supposed to.
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Reptar
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Posted - 2004.08.18 09:31:00 -
[19]
been in 2 bubbles in the last few days, both of them threw me off in the middile.
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Reptar
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Posted - 2004.08.18 09:31:00 -
[20]
been in 2 bubbles in the last few days, both of them threw me off in the middile.
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The Reverend
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Posted - 2004.08.18 09:40:00 -
[21]
Been testing extensivly - done a petition - (thanks GM White) and done a bug report. The whole point of warp fields as I understood them was that they were introduced in order to combat insta bookmarks. They would stop people flying through thier path from landing where the bookmark was designed to stop them. I think it would be more interesting if they pulled anything out of warp as it would force people to be wary and take a planet hopping route in danager system . Anyway - b0rked to hell :-)
m0ovie links |
The Reverend
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Posted - 2004.08.18 09:40:00 -
[22]
Been testing extensivly - done a petition - (thanks GM White) and done a bug report. The whole point of warp fields as I understood them was that they were introduced in order to combat insta bookmarks. They would stop people flying through thier path from landing where the bookmark was designed to stop them. I think it would be more interesting if they pulled anything out of warp as it would force people to be wary and take a planet hopping route in danager system . Anyway - b0rked to hell :-)
m0ovie links |
Vegeta
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Posted - 2004.08.18 09:50:00 -
[23]
They are for gate campers, you can lock down a gate with enough of these. Once you are covering a 20km perimiter around the gate with one of these people without WCS's will be trapped.
2005.04.25 16:40:42 combat Your 1400mm Howitzer Artillery II perfectly strikes LawrenceNewton [WARAG], wrecking for 2706.9 damage.
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Vegeta
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Posted - 2004.08.18 09:50:00 -
[24]
They are for gate campers, you can lock down a gate with enough of these. Once you are covering a 20km perimiter around the gate with one of these people without WCS's will be trapped.
2005.04.25 16:40:42 combat Your 1400mm Howitzer Artillery II perfectly strikes LawrenceNewton [WARAG], wrecking for 2706.9 damage.
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Orestes
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Posted - 2004.08.18 09:57:00 -
[25]
Yeah, that was my understanding as well, Rev.
If what I said would have been true, then I'd complain about them myself. Thanks for proving me wrong
Sidenote: great that you filed a bugreport, hope you added .lbw(zipped), reproduction steps, etc
Join the IC! |
Orestes
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Posted - 2004.08.18 09:57:00 -
[26]
Yeah, that was my understanding as well, Rev.
If what I said would have been true, then I'd complain about them myself. Thanks for proving me wrong
Sidenote: great that you filed a bugreport, hope you added .lbw(zipped), reproduction steps, etc
Join the IC! |
Juan Andalusian
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Posted - 2004.08.18 10:02:00 -
[27]
Edited by: Juan Andalusian on 18/08/2004 10:11:19
Originally by: Jazz Bo
Originally by: Orestes
Originally by: Toran Mehtar
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
As far as I know (could be outdated information) the point where you would normally drop out of warp has to be within the sphere of influence of the disruptor. Mid-warp installing of disruptors wouldn't do anything, since the end of the warp path isn't in its sphere of influence.
No idea about grids.
We installed a small warp mobile warp disruptor near a gate last night, on the direct line between the only two gates in the system, after which I tried warping to the gate from the other gate using an insta-jump BM which usually lands me 500m from the gate. Results:
1st try: dropped out of warp 67km from the gate, about 60km from the MWD. wtf? 2nd try: dropped out of warp 55km from the gate 3rd try: dropped out of warp 5km from the gate 4th try: dropped out of warp where I usually do 5th try: dropped out of warp where I usually do
and so on.
Conclusion: they are bugged. Sometimes they work, sometimes they don't, sometimes they work but not the way they're supposed to.
It is not that simple to test Warp disruptors.
There is indeed a Randomness regarding the Warp off location of the ship WHEN the WD catches it.
However something most people don't realise is that simply positioning the WD on what is seemingly the Vector between the 2 gates is not enough.
The problem lies in the fact that it doesn't only matter from what grid you warp FROM but from which PART OF THE GRID you warp from.
Sometimes decloaking 15km from one side of the gate will put you in a Vector that passes through the WD 100% of the time, while ships warping from the opposite side of the gate or the middle of the gate get caught.
The WD looks like it is indeed on the vector between the 2 gates but it is very hard to place it so that it covers a full 30km diameter circle around the gate which warpers come from.
It doesn't work like a BM which if you activate it in the general REGION (moon planet belts safespots all in the same general direction i.e Not the same grid) it will work.
Position within the grid you warp off does affect your chances to avoid a WD. Simply moving 5-10km to the correct side can make your insta bm work past the WD. If you are in a faster ship moving 30+km to one side and warping from there is a failsafe way to avoid a WD, unless of course it is badly placed and by moving sideways to avoid you actually warp from a latitude which it affects.
Given the anchoring times and 3 Dimensional aspect of the game it takes a lot of warping in and out to anchoring and unanchoring to place a WD so that is covers the 30km diameter circle area around the opposite gate, in which ships decloak and warp from. Always talking same GRID.
Once you test warping from different locations WITHIN THE SAME GRID you will see that from certain spots the WD does indeed work all the time. Wether this is intended or not i don't know.
The one thing that is seems random is the warp off distance when the WD works.
**Pain is meant to be felt** |
Juan Andalusian
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Posted - 2004.08.18 10:02:00 -
[28]
Edited by: Juan Andalusian on 18/08/2004 10:11:19
Originally by: Jazz Bo
Originally by: Orestes
Originally by: Toran Mehtar
I thought what was initially said was that they only stopped warp paths that ended in the same grid, not within their area of effect, so that placing a disruptor half way between 2 gates (for example) wouldn't work ?
As far as I know (could be outdated information) the point where you would normally drop out of warp has to be within the sphere of influence of the disruptor. Mid-warp installing of disruptors wouldn't do anything, since the end of the warp path isn't in its sphere of influence.
No idea about grids.
We installed a small warp mobile warp disruptor near a gate last night, on the direct line between the only two gates in the system, after which I tried warping to the gate from the other gate using an insta-jump BM which usually lands me 500m from the gate. Results:
1st try: dropped out of warp 67km from the gate, about 60km from the MWD. wtf? 2nd try: dropped out of warp 55km from the gate 3rd try: dropped out of warp 5km from the gate 4th try: dropped out of warp where I usually do 5th try: dropped out of warp where I usually do
and so on.
Conclusion: they are bugged. Sometimes they work, sometimes they don't, sometimes they work but not the way they're supposed to.
It is not that simple to test Warp disruptors.
There is indeed a Randomness regarding the Warp off location of the ship WHEN the WD catches it.
However something most people don't realise is that simply positioning the WD on what is seemingly the Vector between the 2 gates is not enough.
The problem lies in the fact that it doesn't only matter from what grid you warp FROM but from which PART OF THE GRID you warp from.
Sometimes decloaking 15km from one side of the gate will put you in a Vector that passes through the WD 100% of the time, while ships warping from the opposite side of the gate or the middle of the gate get caught.
The WD looks like it is indeed on the vector between the 2 gates but it is very hard to place it so that it covers a full 30km diameter circle around the gate which warpers come from.
It doesn't work like a BM which if you activate it in the general REGION (moon planet belts safespots all in the same general direction i.e Not the same grid) it will work.
Position within the grid you warp off does affect your chances to avoid a WD. Simply moving 5-10km to the correct side can make your insta bm work past the WD. If you are in a faster ship moving 30+km to one side and warping from there is a failsafe way to avoid a WD, unless of course it is badly placed and by moving sideways to avoid you actually warp from a latitude which it affects.
Given the anchoring times and 3 Dimensional aspect of the game it takes a lot of warping in and out to anchoring and unanchoring to place a WD so that is covers the 30km diameter circle area around the opposite gate, in which ships decloak and warp from. Always talking same GRID.
Once you test warping from different locations WITHIN THE SAME GRID you will see that from certain spots the WD does indeed work all the time. Wether this is intended or not i don't know.
The one thing that is seems random is the warp off distance when the WD works.
**Pain is meant to be felt** |
Gahan Makdorr
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Posted - 2004.08.18 10:06:00 -
[29]
K, I hope I get this right, so bubbles should work like this:
A----flypath-----((bubble))------>B
So if something crosses the bubble then it gets pulled out of warp, right?
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Gahan Makdorr
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Posted - 2004.08.18 10:06:00 -
[30]
K, I hope I get this right, so bubbles should work like this:
A----flypath-----((bubble))------>B
So if something crosses the bubble then it gets pulled out of warp, right?
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