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Safaomae
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Posted - 2005.01.02 22:17:00 -
[1]
if i were to want to really **** the pirates off by jamming them and running away in my indy (that incidentally just got blown up ), what should I jam against? or do i pick a few of the different ones effective against different scanner types?
as i presume jamming radar would be useless against a ship that uses gravimetric sensors?
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Moridin
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Posted - 2005.01.02 22:42:00 -
[2]
the Caldari badger mk2 is the best jammer due to high number of med slots. and to cover all the bases use multy spec jammer¦s.
however targeting a ship in a indy to jam it can take some time so if you are against a solo ship you have a chance but against a inty with support you are likley dead soon
there are 13 people with Elvis in there name. i intend to get them all and bury the bastard once and for all |

Jubjub Kushrenada
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Posted - 2005.01.02 23:25:00 -
[3]
You need either a bunch of multispec jammers, or the one that fits the race you're jamming. So if they have gravimetric, that's what you need to use. However, NPCs cannot be jammed, so if that's what killed you, you're out of luck.
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Evad jr
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Posted - 2005.01.03 18:31:00 -
[4]
NPCs cannot be jammed? Whats the point of that?
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Joshua Foiritain
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Posted - 2005.01.03 19:58:00 -
[5]
Originally by: Evad jr NPCs cannot be jammed? Whats the point of that?
To prevent Exploiting, NPCs cant dont jam themselves and cant counter jam, use FOF missiles or use drones.
this makes them free bounties sitting in space when they cant shoot you. ---------------------------
[Coreli Corporation Mainframe] |

Princess Arcadia
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Posted - 2005.01.04 04:22:00 -
[6]
I'm not sure which skill increases the locking time (someone help there) but on a badger you could fit a couple Sensor Booster I modules that speed up locking time and range. That might help an indy survive. Also try training your hull upgrades skill to Level 4 as soon as possible and fit a couple hardners down low slot. You lose your cargo expanders but if your just trying to stay alive they might give you that few extra seconds until your jammers can kick in and you can get away.
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Joistef
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Posted - 2005.01.04 07:25:00 -
[7]
Originally by: Princess Arcadia
I'm not sure which skill increases the locking time (someone help there)
That would be survey skill (5% speed to all scanners). Probably something else too but i cant remember it right now
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Kindakrof
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Posted - 2005.01.04 07:32:00 -
[8]
Edited by: Kindakrof on 04/01/2005 07:34:18 Edited by: Kindakrof on 04/01/2005 07:33:31 Edited by: Kindakrof on 04/01/2005 07:32:46 Blah. I posted two times 
Joistef seems to be an alt made to show the game to my brother
3rd edit = silly Typo ------------------- (\_/) (X.X) _ : (><) This was bunny. I ripped the head of bunny along with its spinal cord. |

Ydyp Ieva
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Posted - 2005.01.04 10:39:00 -
[9]
Originally by: Joistef
Originally by: Princess Arcadia
I'm not sure which skill increases the locking time (someone help there)
That would be survey skill (5% speed to all scanners). Probably something else too but i cant remember it right now
nope the survey skill doesn't help locking time at all, it just decrease the cycletimes for scanners you use like ship/cargo and survey scanners.
The skill that help you lock faster is the skill signature analyses under electronics.
And jamming as others told already is best done with multispectral, but you will need 1 or 2 more then racial 
And the fully electronic warfare doesn't help much against npc rats, and because jamming is electronic warfare it doesn't effect those rats. So don't go against rats with electronic warfare, they just blast you out of the sky  __________________________________________________ "Time will reveal everything, but only once so be prepared." |

Kunoichi
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Posted - 2005.01.04 10:43:00 -
[10]
hi, well, he wants to improve his locking time, not his scanning time for scanners.
so he needs to train his "Signature Analysis" to speed up his locking / decrease locking time.
greets
___________________ Kunoichi -think different- |

Riddari
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Posted - 2005.01.04 11:11:00 -
[11]
Most indys can easily use 2-3 medium slots to equip a sensor booster and 2 multispectral jammers.
HOWEVER... note that once you use ECM on someone you can not jump or dock for a minute or so since it counts as aggression.
¼©¼ a history |

Lady Chino
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Posted - 2005.01.04 15:55:00 -
[12]
You usually are up against frigs (any type). Battleships and cruisers simply lock too slow. Fit a double weblifier scrambler and some guns on your indusrial and wack the pilots ;)
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Kras'Golub
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Posted - 2005.01.04 19:34:00 -
[13]
Originally by: Lady Chino You usually are up against frigs (any type). Battleships and cruisers simply lock too slow. Fit a double weblifier scrambler and some guns on your indusrial and wack the pilots ;)
Industrials only have one high slot, so a single gun is the only option and that's hardly much of anything.
You could be very elaborate and try pehaps using a Nos or something of the like, webifiers etc... and hardeners in the low slots to give you extra time to stay alive and hopefully get away from your attackers. _________
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Safaomae
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Posted - 2005.01.04 20:13:00 -
[14]
Originally by: Riddari HOWEVER... note that once you use ECM on someone you can not jump or dock for a minute or so since it counts as aggression.
so I cant jam my attacker and then make a quick escape through a jump gate?
all i really wanted to do is be able to give them a bit of a kicking on my way to a jump gate, as that's where i'm most likely to be attacked really 
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