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Eternal Fury
Caldari Brotherhood of Light
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Posted - 2006.08.03 15:27:00 -
[1]
being someone who sometime in the next few months will start training for Capital ships, I've realised that I have a lot of little questions that may be common knowledge to Cap pilots, but to someone who's never used those ships, doesn't have a clue.
So, I'm asking for Cap pilots to post info here about useing a Cap ship.
Tips, tricks, advice and so on.
Heres a few questions to start off.
Can you jump with other players docked, or is the "dock" like a POS, where you don't actually enter?
Can you warp around in a system from safe spot to safe spot, or do you need to use the Cyno fields to move faster then base speed?
What's the range on the jumps useing the Cyno field. I know they used certain fuels, but what's the operating costs of them.
Any other little tidbits of info you'd like to share about Cap ships is appreciated.
Brotherhood of Light. Small Corp, Big Fun. Wanna join? |

Auman
Black Nova Corp Band of Brothers
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Posted - 2006.08.03 15:35:00 -
[2]
You don't dock at carriers or motherships you can swap mods and change ships. As far as I know you can jump while someone is doing this but I can't see why you would.
Yes they all warp normally.
Each class of ship (carrier, dread, titan etc) has it's own range which can be increased through skills. Doesn't really cost much to move a ship if you've got decent skills.
If you're a carrier pilot make sure you have a good book  Xlarge turrets are total crap out of siege mode 
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Nybbas
A Place for Valen
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Posted - 2006.08.03 15:38:00 -
[3]
players dock their ships in your hangar, their pod remains outside the ship.
you can warp freely around a solarsystem, cyno is only for leaving the system.
when you are in your capital ship your mapbrowser has a giant white circle that shows how far your ship can jump
you are looking at anywhere from about 5mil isk to 15mil isk to move your ship any considerable distacne.
your drones that you delegate to a player, dont cause agro for the player who tells them to attack, they cause agro for you. which also means any npcs etc someone kills using your drones, gives you the bounty :)
capital armor repairers are VASTLY more efficient than a large armor repairer, from cap cost to rep amount (obviously)
when you jump your cap ship it is probably best to do it 0km from a station so that it may dock immediatly, a lot of times if local has a decent amount of people in it they may want to see if they can give your ship a go :)
fighters will chase their targets into warp, sometimes this can be a huge pain in the rear especially when you got abunch of other targets around you that you want to take out... if you think your target is going to warp off, move your fighters to someone else before they do, or else you wont be seeing them for about 30 seconds to a minute.
for the most part there is no point for the carrier itself to see the front lines of combat, if possible keep it in a safespot while having your friends control the drones (While i really do personally prefer going up close and personal, it can lead to disaster)
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Shamis Orzoz
SniggWaffe
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Posted - 2006.08.03 15:52:00 -
[4]
Here's my tip: Don't try to fill a revalations low slots with cargo expanders. You won't be able to warp. 
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Tachy
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Posted - 2006.08.03 16:23:00 -
[5]
But you can be bumped back into docking range.  --*=*=*--
Even with nougat, you can have a perfect moment. |

Xantina
Elite Storm Enterprises Storm Armada
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Posted - 2006.08.03 17:11:00 -
[6]
I wonder why nobody is using this nifty "search" function in the upper right corner. "carrier faq" would have showed you a link to THIS
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Eternal Fury
Caldari Brotherhood of Light
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Posted - 2006.08.03 17:31:00 -
[7]
Edited by: Eternal Fury on 03/08/2006 17:32:54
Originally by: Xantina I wonder why nobody is using this nifty "search" function in the upper right corner. "carrier faq" would have showed you a link to THIS
mainly becuase I was looking for tips/trick as well as stats. I've yet to find a faq that is has 100% of the answeres to questions. That is a very good faq though, and did answer some of my questions. But sometimes I can't ask a question, becuase I lack the experience with Carriers. This tends to fall under Tactics, and is something that some people(like those above) have given. The little trick of insta docking is something that I might not have thought to ask about, but someone has provided that tidbit of knowledge. Or putting cargo expanders on it keeps you from moveing, and that bumping will sometimes get you back into range of the station.
I do thank you for the link though. And to the author of that Faq, as well as to those who replied to this topic.
Brotherhood of Light. Small Corp, Big Fun. Wanna join? |

ElCoCo
Gallente KIA Corp
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Posted - 2006.08.03 18:08:00 -
[8]
My tip.
Don't put stuff in your carrier's corporate hangars that you don't have roles to use.
Yes, if your corp roles don't allow to access certain hangars, you won't be able to get them out of your own carrier unless you repackage it (voiding insurance ofc) 
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50freefly
Caldari Purify
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Posted - 2006.08.03 18:18:00 -
[9]
Do carriers insure for full value?
Originally by: Eight Ace For reasons that have been lost in the mists of time all caldari ships are designed by two people. One does the left hand side and the other does the right.
And they never meet.
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Black Atom
Caldari The Beiatch Corp Inc
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Posted - 2006.08.04 02:09:00 -
[10]
Originally by: 50freefly Do carriers insure for full value?
Yes and it's quite expensive :P
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Yukiko Kura
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Posted - 2006.08.04 10:37:00 -
[11]
Around 300 mil or so?
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Heikki
Gallente Wreckless Abandon
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Posted - 2006.08.04 11:57:00 -
[12]
Originally by: Eternal Fury start training for Capital ships
You should have also specified what you want to do with it, and whether you want to focus on Carrier or Dreads, to get more accurate answers. But anyway, some thoughts from a noobish carrier pilot.
- Carriers are awfully clumsy and slow. When you activate some Deadspace gate, you can make a cup of tea while waiting it to get through.
- You'll have good cargo bay available (some 3500 cargo + 10000 from Corporate hangars). You'll need good portion of this space to carry fuel for jumps (and spare fuel for the cyno deployer) -> Handy for gang mates to drop gathered loot to your hangar, but -> Gang mates bumping your precious alignment will be annoying
Gang members allowed to access the corporation hangar will see the same names as their own corporation hangar have. Hence, in mix-corp gangs, never refer to the hangars by their name
- Dropping cynofields (in non recon ship) is even more boring. After you've jumped through, the deployer might as well log off for those 10 mins.
- Keep a spare ship with cynofield in your internal ship hangar; handy should you lose your appointed cynofield maker
- Fill your dronespace (100.000 m¦) with 18-19 fighters, using the remaining 5-10% for a few hundreds other drones (Armor/Shield reppers, EW drones, sentries, webifiers, damage makers, agroers)
- Agroing some NPC spawns (to tank them for gang mates) in a carrier might be troublesome (can't fit guns). Bunch of fast expendable warrior drones in the bay might do the trick.
-Lasse
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