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Tulasi Tulasis
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Posted - 2011.02.16 16:07:00 -
[1]
Hi folks, I'm pretty new to all things hauling and had a question & probe for feedback to the most reliable way to achieve this.
So, from what I understand about Jump Freighters, unlike other jump drive (semi) capital ships, they can use regular system gates to jump, and, able to use a pretty efficient jump drive; skills dictating.
So what is the highest security system you can light a cyno for your jump freighter? From all my research, not in high sec. But does this refer to anything 0.5 and higher? and if so, you can cyno to a 0.4 or lower system without issue. I assume you can jump from high sec into low also without issue.
So leads me to my principle question. What tactics are generally used to ensure you freighter gets through the jump system before gating to high sec?
I really can do with the tips and advice for my research notes, and probably other people would be interested also.
Thanks for you time guys.
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Akira Menoko
GENESIS - 1st Logistics Corps - DevilsReapers
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Posted - 2011.02.16 22:16:00 -
[2]
Originally by: Tulasi Tulasis
So what is the highest security system you can light a cyno for your jump freighter? From all my research, not in high sec. But does this refer to anything 0.5 and higher? and if so, you can cyno to a 0.4 or lower system without issue. I assume you can jump from high sec into low also without issue.
This is all correct. Cynos light up only in 0.0-0.4, unless its a cynojammed system. And you can jump from anywhere, highsec included. The general exception to this rule is wormhole space, you cannot jump to or from it.
Originally by: Tulasi Tulasis
So leads me to my principle question. What tactics are generally used to ensure you freighter gets through the jump system before gating to high sec?
I don't have a jump freighter but I have given it some thought and have some possibilities, all of which require having a lowsec/highsec border. And the more blues in the system the better off you are no matter what.
One is to find a station in a lowsec system that borders highsec and has a large docking radius. Park your cyno ship inside the docking radius so that when you jump to and land around 5km from the cyno you are still in docking range. Dock up, then use an insta-undock bookmark to undock and warp away quickly. This still leaves you relatively close to the station, only a few hundred km depending on your bookmark, and vulnerable to competent prober pilot as you warp to the gate (without being able to redock). Better would probably be to stay close to the station and warp to the gate, docking up if you get attacked. Just keep the session timer in mind since you'll be playing docking games with any attackers.
Another possibility is to have a POS deathstar in system jump to it, get behind the shield, and from there warp to the gate. This might be the safest method since you can have tower guns and ECM helping you out. I've heard that using a tower for this sort of thing while solo is the only time you want the guns to be set to "attack on aggression" as it will cause anyone attacking or aggressing to be targeted by the tower.
But like I said, I have no practical experience with this so I'm interested what others have to say.
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Tau Cabalander
Caldari
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Posted - 2011.02.16 23:01:00 -
[3]
Edited by: Tau Cabalander on 16/02/2011 23:05:21
Originally by: Akira Menoko Another possibility is to have a POS deathstar in system jump to it, get behind the shield, and from there warp to the gate.
Don't do this. CCP increased the distance from the shield a cyno can be lit. It is a long slow crawl to safety of the force field.
Jumping to a station in a lowsec border system is the best way. Using scouts is highly recommended before undocking, or if you want to not use a busy border system.
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Adrian Idaho
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Posted - 2011.02.17 06:55:00 -
[4]
Why don't you just park the cyno ship at a safespot? Is that a bad idea?
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Daveion Steel
Gallente 6thsense Corp Broken Chains Alliance
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Posted - 2011.02.17 07:52:00 -
[5]
There are several types of docking rings, you can see these by using the tactical overlay and exiting the station, once you see you meters start clocking up from zero you are in the docking radius. See how far you are from the station on the tactical overview. Some stations have a tiny radius while others have medium and huge, you do not want a tiny radius and ideally a medium radius of 10km is good. In any case, you light the cyno at half the radius, so for example if the docking radius is 20km then you should be lighting the cyno at 10km from the station, just to be clear, 10km from the station based on the tacticle overview, not your actual distance. You will always come out of the cyno approx 5km away from it, so what ever happens you should be in docking range. Be carful you are not too close or you could bounce off the station, hense why a tiny docking radius is not good. Pick your stations carefully and plan in advance. Undock your Jump Freighter and align to the stargate, if you are attacked you can still dock ofc and try again later.
NEVER ever, and I really mean never light a cyno at a stargate as a bounce off can and will get you dead dead dead. Never light a cyno at a safe spot because the cyno will show up on everyones overview and act like a big HERE I AM NEON SIGN.
Best piece of advice, get on SISI and practice the above 
Fly safe. Sig.
What's your honest opinion? The one thing I can never be wrong about. most everything actually :P |

Abram Thrust
MARSOC Galactic
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Posted - 2011.02.17 12:49:00 -
[6]
another possability for jump freighter:
depending on where you're coming from you might be able to find a deserted lowsec system next to highsec to Jump into.
as an example, in metropolis there's a system called "Ednen" that's kind of a lowsec "pullout" it's a single dead-end lowsec system that doesn't lead to anywhere else, and isn't a shortcut so as such, for large parts of the day, there's absolutely no one in it save the occasional eve uni noob ratting.
i'm sure that Enden can't be the only system in all of eve like that. It's amazing the glory you can win with a Rifter, a handfull of Fusion S, and Balls |

Lutz Major
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Posted - 2011.02.17 13:04:00 -
[7]
Originally by: Adrian Idaho Why don't you just park the cyno ship at a safespot? Is that a bad idea?
Once you activate the cynosural field, it is visible on the overview and everybody within the system can jump to it.
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Durnin Stormbrow
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Posted - 2011.02.17 14:33:00 -
[8]
If you are operating from a station in low-sec or NPC null sec, you might do as well to leave the heavy lifting to Black Frog or one of their competitors (are there any?).
When you consider the billions it'll take to buy a jump freighter and the skills it takes to operate it, paying someone else to do the work and take the risk makes a lot of sense.
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Vaerah Vahrokha
Minmatar Vahrokh Consulting
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Posted - 2011.02.17 16:12:00 -
[9]
Originally by: Daveion Steel
NEVER ever, and I really mean never light a cyno at a stargate as a bounce off can and will get you dead dead dead. Never light a cyno at a safe spot because the cyno will show up on everyones overview and act like a big HERE I AM NEON SIGN.
I have always had a related doubt. I have seen people happily light up cynos with Kestrels. The mere fact I have seen them, means I was there and could have killed them.
Now, doesn't killing the Kestrel make the cynoed ship go random crazy speed etc with risk of getting it tackled? Why don't they seem to care?
- Auditing & consulting
When looking for investors, please read http://tinyurl.com/n5ys4h + http://tinyurl.com/lrg4oz
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Daveion Steel
Gallente 6thsense Corp Broken Chains Alliance
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Posted - 2011.02.17 18:32:00 -
[10]
Originally by: Vaerah Vahrokha
Originally by: Daveion Steel
NEVER ever, and I really mean never light a cyno at a stargate as a bounce off can and will get you dead dead dead. Never light a cyno at a safe spot because the cyno will show up on everyones overview and act like a big HERE I AM NEON SIGN.
I have always had a related doubt. I have seen people happily light up cynos with Kestrels. The mere fact I have seen them, means I was there and could have killed them.
Now, doesn't killing the Kestrel make the cynoed ship go random crazy speed etc with risk of getting it tackled? Why don't they seem to care?
Yep, that is exactly what happens, the JF or Cap will fly off in a random direction at a vast speed and take forever to stop. why don't they seem to care? many reasons, one off the top would be Noob cap pilots that don't have a clue they are at risk. Sig.
What's your honest opinion? The one thing I can never be wrong about. most everything actually :P |

Vaerah Vahrokha
Minmatar Vahrokh Consulting
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Posted - 2011.02.17 18:47:00 -
[11]
Originally by: Daveion Steel
Originally by: Vaerah Vahrokha
Originally by: Daveion Steel
NEVER ever, and I really mean never light a cyno at a stargate as a bounce off can and will get you dead dead dead. Never light a cyno at a safe spot because the cyno will show up on everyones overview and act like a big HERE I AM NEON SIGN.
I have always had a related doubt. I have seen people happily light up cynos with Kestrels. The mere fact I have seen them, means I was there and could have killed them.
Now, doesn't killing the Kestrel make the cynoed ship go random crazy speed etc with risk of getting it tackled? Why don't they seem to care?
Yep, that is exactly what happens, the JF or Cap will fly off in a random direction at a vast speed and take forever to stop. why don't they seem to care? many reasons, one off the top would be Noob cap pilots that don't have a clue they are at risk.
Thanks for the reply, it was exactly what I suspected. Now onto something else: since the cyno is so warpable and the ship is so easily killed, what do the "pros" do to avoid it dying 100% of the time to any sneeze? I know there are other better hulls but close to a station all it takes is undocking an handful of battleships and then... - Auditing & consulting
When looking for investors, please read http://tinyurl.com/n5ys4h + http://tinyurl.com/lrg4oz
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Tau Cabalander
Caldari
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Posted - 2011.02.17 22:26:00 -
[12]
Edited by: Tau Cabalander on 17/02/2011 22:29:14 Edited by: Tau Cabalander on 17/02/2011 22:28:10
Originally by: Vaerah Vahrokha Now onto something else: since the cyno is so warpable and the ship is so easily killed, what do the "pros" do to avoid it dying 100% of the time to any sneeze? I know there are other better hulls but close to a station all it takes is undocking an handful of battleships and then...
Erm... don't jump to a station full of pirates. The cyno pilot can tell who is in system and at the station before undocking to light the cyno.
Use multiple cynos.
Losing a cyno ship is the cost of jumping. Expect to lose one everytime you jump. Use a cyno alt with 900,000 skill points or less so you don't have to pay for clones.
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