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Kai'au Charante
My Own Private Corp
0
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Posted - 2015.05.16 08:07:46 -
[1] - Quote
So, I've been messing around with a Venture, training up for Prospect in a week or so. I've made a decent amount off gas mining for a fairly minimal effort. I scanned out a system, got nothing good so I jumped in a wormhole to unknown space. Scanned out that system too, six signatures, every single one another wormhole. I figure, why not, jump in one of those. Normally, these systems have a butt load of gas sites and I just mine one until rats or sleepers or whatever show up, then warp out. This place had one gas site, so I warped to it.
I see there's a car cloud and a c320. Jackpot! I finally made it! Get close, and of course someone pops out of cloak. Being an idiot, I didn't recognize "Taranis" as something to b worry about, so I stuck around. He targeted me, so I panicked trying to find my bookmark to warp to. I try to warp and cant. Something, something "is preventing your warp core from functioning." No huge deal, the ship wasn't expensive and I only had about 10,000,000 in fittings. The only bad part was losing my implants when I got podded, still couldn't warp out.
The question is, why? The venture has +2 warp core strength, plus I had a warp core stabilizer. There were no anchored structures or anything. What did he do? Is there any point in having WCS? How can I get better? Was it because I was too close to the cloud? |
Xercodo
Xovoni Directorate
4189
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Posted - 2015.05.16 08:30:20 -
[2] - Quote
First problem is that ANYTHING in a WH, null or lowsec that isnt a friendly (you set them blue, corp mate, fleet mate, etc) is trying to kill you.
Doesn't matter what it is. It'll probably succeed too. It's highly unlikely hat a single taranis could have overwhelmed your warp core though. What I suspect was that a dictor dropped on you like a Sabre or Eris.
The Drake is a Lie
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Livonia Velorea
The Fiendish Pixies
44
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Posted - 2015.05.16 08:48:13 -
[3] - Quote
The Venture has 2 to core strength and the single core stabilizer has another 1 for a total of 3. To stop you from warping away the player would of needed to apply 4 to you. The most common way to do so would be to simply use 2 warp scramblers.
In a nutshell, the player that killed you brought more point strength than you had a counter for.
I pew you too! <3
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Tipa Riot
Federal Navy Academy Gallente Federation
372
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Posted - 2015.05.16 10:22:30 -
[4] - Quote
Explorer hunters almost always fit 2 scrams (I love my Taranis too), hence you need a total warp strength of 5 to be able to escape, impossible on a Venture. Hence your best bet is to not get caught... here are some tips:
- put as max distance as possible between the warp-in point and you as quickly as possible, players scanning the side will always land on the warp-in and it will take them some time to close in. - always stay alert and keep d-scanning every 5sec., if you spot a ship or combat scanner probes*, warp out... - ... same of course if something lands or de-cloaks on grid, it helps to configure your overview to highlight all ships with a signal color background - know the ship types: if you spot a dictor or heavy dictor on scan ... you are about to be bubbled, so never warp directly to your out-hole, but check for dictors/bubbles first - if your ship is scrambled and not bubbled, keep spamming warp to something, your pod will warp immediately once your ship is dead, if you are not the victim of lag. If you are bubbled, give a gg in local and prepare for pod loss ...
* combat scanner probes determine your exact position, so something can drop directly on you, if possible keep moving at maximum speed, e.g. orbit a can.
I'm my own NPC alt.
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Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1451
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Posted - 2015.05.16 10:48:26 -
[5] - Quote
if you don't undock, you can't get tackled but then that makes for an incredibly boring time
a player that lives or operates frequently in wormholes will normally have a cloak fitted some people consider ships without a cloaking device 'fail-fits' this means you will NEVER know they are there until they act against you
paranoia makes eve a safer place ship appears on your overview ? yep that's "suddenly bad people" sticking around is not a good plan
once you've been tackled and your ship is about to enter structure keep spamming the 'warp to' command you can warp out with your pod whilst your attacker attempts to relock you
Kai'au Charante wrote:." No huge deal, the ship wasn't expensive and I only had about 10,000,000 in fittings. this is an awesome attitude to losing a ship. experience will help you reduce the number of times you have to say it though |
Erica Dusette
Isogen 5
44149
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Posted - 2015.05.16 12:27:38 -
[6] - Quote
Tipa Riot wrote:Explorer hunters almost always fit 2 scrams (I love my Taranis too), hence you need a total warp strength of 5 to be able to escape, impossible on a Venture. Almost! He would only need to equal the warp disruption strength, so a strength of 4 would be needed to be uneffected by a pair of scrams. Still impossible on a Venture of course.
Most of my T3s, both cloaky and non-cloaky, use 3-point scrams. I usually find if a Venture is stabbed it still makes little difference as it's dead in a volley or two at most, usually before it can react. Smaller stuff like interceptors and other frigs I can see how 2 scramblers would be the way to go.
As said the key is to prevent the tackle attempt from taking place at all, Dscan, Dscan, while keeping your ship passive aligned to something (like a planet), with that thing remaining in your selected item so you're only ever a single-click from warping out. Aside from that I'd recommend keeping that stab in your low slot and tanking your Venture. My alts' Ventures are shield tanked in every mid-slot (no prop mod even) as well as their rigs, enough to survive a volley or two before escaping, should they run into someone like me.
Jack Miton > you be nice or you're sleeping on the couch again!
Part-Time Wormhole Pirate pâä Full-Time Supermodel
Gû+ -+eep+¦ng -+y pro-++¦-òe -ò+¦nce 17|12|116 GÖÑ
Gû+ wor-+-+ole d+¦ary + c-+arac-éer -¦+¦o-ò
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ergherhdfgh
Imperial Academy Amarr Empire
549
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Posted - 2015.05.16 13:22:24 -
[7] - Quote
He would have had a targetting delay after decloaking so paying attention and having your overview set up properly can help.
As far as getting your pod out, having some celestial on your overview can help. You can use the sun but many people do and you can have something that warps as fast as an interceptor waiting for you when you land. There are no belts in a wormhole but you could put moons or planets or something like that in your overview. Anyway select the celestial and start spamming the warp button. If you are trying to do it from right-click you will often get caught.
Having various overview tabs will help in this regard as well. You can make a GTFO tab if you like. |
Keno Skir
739
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Posted - 2015.05.16 13:58:43 -
[8] - Quote
Get in touch and i'll send you my overview profile, has all kinds in addition to the GTFO tab.
Gùï> 3 Week Buddy Trial + ISK Bonus & Starting Assistance <Gùï
Feel free to contact me regarding my posts, or my 21 Day EvE Buddy Trials \o/
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Memphis Baas
402
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Posted - 2015.05.16 14:29:42 -
[9] - Quote
As you can see, what you're doing (ninja-mining gas sites in WH with a Venture) isn't something unique, new, or surprising. The PVP veterans in this game are smart, and have done their homework and figured out how to counter your particularly popular ship and fittings with their own.
Count the loss as part of doing business (gas mining is somewhat profitable, right?) and, as suggested above, research the Taranis and other interceptors to understand what their weak points are and how they'll be used against you.
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Tipa Riot
Federal Navy Academy Gallente Federation
373
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Posted - 2015.05.16 14:40:52 -
[10] - Quote
Erica Dusette wrote:Tipa Riot wrote:Explorer hunters almost always fit 2 scrams (I love my Taranis too), hence you need a total warp strength of 5 to be able to escape, impossible on a Venture. Almost! He would only need to equal the warp disruption strength, so a strength of 4 would be needed to be uneffected by a pair of scrams. Still impossible on a Venture of course. Most of my T3s, both cloaky and non-cloaky, use 3-point scrams. I usually find if a Venture is stabbed it still makes little difference as it's dead in a volley or two at most, usually before it can react. Smaller stuff like interceptors and other frigs I can see how 2 scramblers would be the way to go. As said the key is to prevent the tackle attempt from taking place at all, Dscan, Dscan, while keeping your ship passive aligned to something (like a planet), with that thing remaining in your selected item so you're only ever a single-click from warping out. Aside from that I'd recommend keeping that stab in your low slot and tanking your Venture. My alts' Ventures are shield tanked in every mid-slot (no prop mod even) as well as their rigs, enough to survive a volley or two before escaping, should they run into someone like me. Well ... you need to have +1 strength ahead to be able to warp, hence 4 total (possible with a Venture 1 base + 2 role bonus +1 stab!) is not sufficient to counter 2x scrams. To venture into null without an MWD is IMO not that good advice, because your chances to ever escape a bubble will tend to zero without. Also you are much more of a sitting duck on-site for probers and cloaky campers.
... but seriously, Venture+empty clone is that cheap, so losing one every now and then, should be no big deal ... and not all wormholes and null systems are camped.
I'm my own NPC alt.
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Donnachadh
United Allegiance of Undesirables
275
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Posted - 2015.05.16 14:44:19 -
[11] - Quote
Just some other random thoughts that may or may not help depending on who is attacking you and how their ship is fit.
Any module or rig that can interfere with their ability to target you. In WH / nul / low sec usually not worth much but it might is some situations.
Any module you can fit that has a possibility of breaking their target lock. They cannot use any modules on you if they cannot target you. They can still bomb you into space dust however as those do not require target lock just a skilled pilot.
And after looking at your fit in the kill mail wondering what your reasons were to fit the ECCM Magnetometric II?
If it was to reduce how easily you can be scanned then the results speak for themselves, but a single module like this is rarely any good on a ship as easy to scan as the Venture.
I have never really looked at the to ships so this is just an idea. Upgrade skills and move into the Prospect the additional mid and low slots as well as the cov-ops cloak capability will give you more options on how to fit, and how to hide.
In the end there are many things you can do to make it less likely that you will be killed, but there is nothing you can do to completely eliminate the possibility entirely especially if oyu are going to mine in WH space. |
Lost Greybeard
Drunken Yordles
614
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Posted - 2015.05.16 15:06:06 -
[12] - Quote
Donnachadh wrote:Any module you can fit that has a possibility of breaking their target lock.
Additionally, for mining boats that have a drone bay... ECM drones are a thing.
Probably not the BEST option, and not terribly popular, but if you're aligned and jamming the warp button eventually you'll get out, losing only like 50k Isk in drone sin the process.
In other situations and ship categories energy neutralizers can give you a server synch cycle (aka one second, usually) of freedom, which can be used to warp out from aligned even in a clunky boat. And for tacklers lighter and slower than a Taranis in the frigate category damage drones can sometimes just kill 'em outright before you die.
As far as stabilizers... I would wager that anyone in w-space that tries to tackle you at all is going to assume you have at least one stab and fit double-scramble. It's too common a build not to plan for it. |
Tipa Riot
Federal Navy Academy Gallente Federation
374
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Posted - 2015.05.16 15:17:27 -
[13] - Quote
Lost Greybeard wrote:[quote=Donnachadh] As far as stabilizers... I would wager that anyone in w-space that tries to tackle you at all is going to assume you have at least one stab and fit double-scramble. It's too common a build not to plan for it. Yeah, and it's a matter of honor to make sure you kill that little Venture if you engage it .
I'm my own NPC alt.
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Kai'au Charante
My Own Private Corp
0
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Posted - 2015.05.16 17:31:39 -
[14] - Quote
This is all really good info, more than I had hoped for. The last few times I died, I know I could have gotten away. On this one, I had time to warp out before he got me, I just hesitated too long.
Donnachadh wrote: And after looking at your fit in the kill mail wondering what your reasons were to fit the ECCM Magnetometric II?
I don't know. I was just copying a fit from eve university, I'm not really sure what the ECCM does. I was going to ask in a forum post. I'd happily replace it. I got my skills up enough to jam a Medium Shield Extender II in there, which gives me a decent shield.
Lost Greybeard wrote: Additionally, for mining boats that have a drone bay... ECM drones are a thing.
I actually had a pair, I just didn't have them out. Again, not thinking defensively enough.
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Cara Forelli
Green Skull LLC
1078
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Posted - 2015.05.16 17:35:18 -
[15] - Quote
While possible, it's unlikely the Taranis was cloaked. Interceptors warp incredibly quickly so it's more likely he warped to the site before you even saw him on Dscan.
Another thing, most people use a "pod saver" tab on their overview with planets or asteroid belts that allows a quick source of warp-out to a random place. Once you are safely in warp you can then fumble with bookmarks and figure out where you actually want to go when you land.
Speaking of pods, barring lag you SHOULD be able to get your pod out any time you die assuming there are no warp disruption bubbles or smart bombs. Just mash the "warp to" button in the selected items window as your ship is exploding. Start clicking it while your ship is still in structure. Because of the way ticks work in game you can actually issue the command to warp after your ship has exploded according to the server, but before the client renders it. So you will be in warp by the time your pod shows up on your enemy's overview to lock. A Taranis has a very fast lock time though, so any hesitation will get you caught.
PS: C320 is very lucrative but it's only available in C5 and C6 wormhole systems. You can use static mapper to check the class of the system. Here's some more general wormhole info for you to help you get started: Wormholes 101
Adventures
New player with questions? Join my public channel in game: House Forelli
Titan's Lament
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Ovv Topik
Federal Defense Union Gallente Federation
715
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Posted - 2015.05.16 18:03:55 -
[16] - Quote
I don't want to give too much away in an open forum post, but I will say: don't rule out Low Sec Gas mining in a Venture.
Go scan these six systems: http://evemaps.dotlan.net/map/The_Forge/Mivora#belts and look for something called a 'Bandit Nebula'.
Low sec is very different mechanics to WH's. Dscsn is your friend. Once you're in the site, you only really need to look out for 'Combat Probes' in the Dscanner.
"Nicknack, I'm in a shoe in space, on my computer, in my house, with a cup of coffee, in't that something." - Fly Safe PopPaddi. o7
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Erica Dusette
Isogen 5
44151
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Posted - 2015.05.16 20:50:12 -
[17] - Quote
Tipa Riot wrote:Well ... you need to have +1 strength ahead to be able to warp, hence 4 total (possible with a Venture 1 base + 2 role bonus +1 stab!) is not sufficient to counter 2x scrams. To venture into null without an MWD is IMO not that good advice, because your chances to ever escape a bubble will tend to zero without. Also you are much more of a sitting duck on-site for probers and cloaky campers.
... but seriously, Venture+empty clone is that cheap, so losing one every now and then, should be no big deal ... and not all wormholes and null systems are camped. That's a bit confusing, saying the "base" is already 1.
It's simple, you just have to equal the warp disruption strength. 1 stab will counter 1 point of warp disruption.
But yeah you're totally right regarding having a prop mod for null (or lowsec even), though I've never taken a Venture there and my advice is WH-specific, seeing as that's what I do and what the OP's scenario involved. I mean.. eww, null....
Jack Miton > you be nice or you're sleeping on the couch again!
Part-Time Wormhole Pirate pâä Full-Time Supermodel
Gû+ -+eep+¦ng -+y pro-++¦-òe -ò+¦nce 17|12|116 GÖÑ
Gû+ wor-+-+ole d+¦ary + c-+arac-éer -¦+¦o-ò
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Donnachadh
United Allegiance of Undesirables
275
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Posted - 2015.05.17 01:46:06 -
[18] - Quote
Kai'au Charante wrote:I don't know. I was just copying a fit from eve university, I'm not really sure what the ECCM does. I was going to ask in a forum post. I'd happily replace it. I got my skills up enough to jam a Medium Shield Extender II in there, which gives me a decent shield. The ECCM increases your ships sensor strength. There is a link below that explains this for now all I will say is the stronger your sensors are the harder it is to scan your ship. https://wiki.eveonline.com/en/wiki/Avoiding_scan_probes
For options that make it hard to target you, or for those that may break a target lock that someone has on you see the ECM Burst and Electronic Counter Measures section of the market or your fitting tool of choice. And yes the ECM Burst can be effective. If you are aligned to something many times the few seconds you gain nby breaking their target lock is all you need to get away. Again as my last post there is much you can do to minimize the chances of being killed but once they are on top of you it is still likely to end in the loss of your ship. |
Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
5102
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Posted - 2015.05.17 04:23:35 -
[19] - Quote
Donnachadh wrote:Kai'au Charante wrote:I don't know. I was just copying a fit from eve university, I'm not really sure what the ECCM does. I was going to ask in a forum post. I'd happily replace it. I got my skills up enough to jam a Medium Shield Extender II in there, which gives me a decent shield. The ECCM increases your ships sensor strength. There is a link below that explains this for now all I will say is the stronger your sensors are the harder it is to scan your ship. https://wiki.eveonline.com/en/wiki/Avoiding_scan_probes For options that make it hard to target you, or for those that may break a target lock that someone has on you see the ECM Burst and Electronic Counter Measures section of the market or your fitting tool of choice. And yes the ECM Burst can be effective. If you are aligned to something many times the few seconds you gain nby breaking their target lock is all you need to get away. Again as my last post there is much you can do to minimize the chances of being killed but once they are on top of you it is still likely to end in the loss of your ship.
This is correct. It is considerably harder to probe down a ship with ECCM than one without it.
However, it's not always necessary to get an exact probe hit on your ship. The attacker might just probe down the gas site and deduce that you are there.
Shoot everyone. Let the Saviour sort it out.
I enforce the New Haliama Code of Conduct via wardec ops. Ignorance of the law is no excuse - read about requirements for highsec miners at www.minerbumping.com
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Trevor Dalech
We pooped on your lawn Resonance.
104
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Posted - 2015.05.17 05:34:33 -
[20] - Quote
Aside from all the good advice given above...
Never sit still while (gas) mining. A cloaked ship is very slow and needs to get within 10km of you to get a scram. If you're orbiting the gas cloud with an AB running, this is nearly impossible. If he was using combat probes, your movement means that in the time between probing you and warping to you, you'll have moved out of scram range (if you're fast enough.) |
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Ovv Topik
Federal Defense Union Gallente Federation
715
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Posted - 2015.05.17 11:16:46 -
[21] - Quote
Trevor Dalech wrote:Aside from all the good advice given above...
Never sit still while (gas) mining. A cloaked ship is very slow and needs to get within 10km of you to get a scram. If you're orbiting the gas cloud with an AB running, this is nearly impossible. If he was using combat probes, your movement means that in the time between probing you and warping to you, you'll have moved out of scram range (if you're fast enough.) Or the other way: https://www.youtube.com/watch?v=6k86kx8rR5I
"Nicknack, I'm in a shoe in space, on my computer, in my house, with a cup of coffee, in't that something." - Fly Safe PopPaddi. o7
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Delt0r Garsk
Shits N Giggles
353
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Posted - 2015.05.17 13:24:34 -
[22] - Quote
All the post so far have offered pretty good advice... but you know if we go after ventures we use sabers... even if your aligned you need to get lucky on dscan before you find yourself in a bubble.
Wormhole space is really not about avoiding getting caught. Its about making enough isk in between poddings that you still come out on top. One of the reasons i won't bother with a prospect. Cheap as nails t2 gas mining venture with perhaps a MSE for that enviable bomb on a WH or just to survive the rats long enough to run away.
Case in point? some WH sites have serious rats in gas sites, how are you dealing with that?
Death and Glory!
Well fun is also good.
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Harrison Tato
Yamato Holdings
354
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Posted - 2015.05.17 13:56:07 -
[23] - Quote
Trevor Dalech wrote:Aside from all the good advice given above...
Never sit still while (gas) mining. A cloaked ship is very slow and needs to get within 10km of you to get a scram. If you're orbiting the gas cloud with an AB running, this is nearly impossible. If he was using combat probes, your movement means that in the time between probing you and warping to you, you'll have moved out of scram range (if you're fast enough.)
If he is orbiting something with AB running he will be slower to warp out. I would be away from the warp in and aligned at zero velocity. With targeting delay caused by decloaking he will be safer this way IMHO. |
Delt0r Garsk
Shits N Giggles
353
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Posted - 2015.05.17 14:01:55 -
[24] - Quote
You can't be aligned at zero velocity. Aligning is getting to 75% of max velocity in the direction of warp.
Death and Glory!
Well fun is also good.
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Tipa Riot
Federal Navy Academy Gallente Federation
388
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Posted - 2015.05.17 14:31:57 -
[25] - Quote
Delt0r Garsk wrote:You can't be aligned at zero velocity. Aligning is getting to 75% of max velocity in the direction of warp. This. The myth of "passive alignment" dies hard.
I'm my own NPC alt.
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Harrison Tato
Yamato Holdings
354
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Posted - 2015.05.17 14:34:42 -
[26] - Quote
Tipa Riot wrote:Delt0r Garsk wrote:You can't be aligned at zero velocity. Aligning is getting to 75% of max velocity in the direction of warp. This. The myth of "passive alignment" dies hard.
It just makes being at zero velocity "feel" safer. It's a lot smarter than orbiting something with your AB running.
Yes Virginia. You are just a sphere to CCP. |
Tipa Riot
Federal Navy Academy Gallente Federation
388
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Posted - 2015.05.17 14:59:58 -
[27] - Quote
Harrison Tato wrote:Tipa Riot wrote:Delt0r Garsk wrote:You can't be aligned at zero velocity. Aligning is getting to 75% of max velocity in the direction of warp. This. The myth of "passive alignment" dies hard. It just makes being at zero velocity "feel" safer. It's a lot smarter than orbiting something with your AB running. Depends, sitting in one place makes you warp/escape faster, but you certainly die when probed out and the hunter lands at zero. Also I would recommend an MWD over an AB.
I'm my own NPC alt.
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Donnachadh
United Allegiance of Undesirables
277
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Posted - 2015.05.17 15:12:16 -
[28] - Quote
Tipa Riot wrote:Delt0r Garsk wrote:You can't be aligned at zero velocity. Aligning is getting to 75% of max velocity in the direction of warp. This. The myth of "passive alignment" dies hard.
Tested and proven over and over that this "passive" alignment does make a difference in the time needed to go from button press to ship actually warping of into space. The difference may be a matter of 1 second or less but sometimes that small of a difference is all it takes to avoid becoming a kill mail statistic.
To prove this to your self instead of taking my word for it take 2 identical ships sitting still in space, one facing towards the object you are going to warp to and the other facing directly away from it. Press warp to on one ship and time how long it takes to warp off. Then repeat with the other ship and look at the difference. I suggest using something that is large and very slow to align to make the differences easier to time by hand. |
Riel Saigo
Facta.Non.Verba The Obsidian Front
148
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Posted - 2015.05.17 15:49:01 -
[29] - Quote
Gas mining Ventures usually run either a warp core stabilizer or a Nanofiber Internal Structure in the low slot. The Warp Core stab will make it harder for tackling equipment to override your warp drive, the Nanofiber will make your ship turn in space faster allowing you to align faster, hopefully warping before the enemy can even finish locking target on you (edit: refer to the above debate on how aligning works - apparently they know more about it than I do).
The rule behind gas mining in WH space is that you hit your D-scan constantly, the moment something appears on it, warp out and get safe. That doesn't stop the cloakers, like your Taranis. For them, the rule is - the moment ANYTHING appears on your overview, you warp out NOW. I don't care if it's another Venture, a Taranis, or heck - even a Tech 1 hauler. You warp off grid immediately before it can get a lock on you.
Thinking a Taranis wasn't a big deal was a huge mistake. For one thing, a Taranis can easily solo kill a Venture. But more importantly, the Taranis belongs to a group of ships called "Interceptors" - and the whole point of these ships is to tackle other ships so their buddies can warp in and kill them. When that Taranis uncloaked near you, your first and immediate thought should have been "oh crap, I'm going to die" and you should have immediately done everything you could to get out.
Here is a list of the Interceptors:
http://wiki.eveuniversity.org/Category:Interceptors
Never stay on grid with any of them. Like I said, in a gas mining Venture, you shouldn't stick around if anything at all shows up, but Interceptors are particularly bad news.
Someone mentioned that you should create a custom tab for bailing out on your overview settings. Mine is set up to only show the Sun, all the planets, stargates, wormholes, and space stations. So I can just click the overview tab, and then pick something random to warp to fast - hopefully before the lock completes.
Final tip - stick a couple Hornet ECM drones in your drone bay. They jam enemy ships. It's a desperate last ditch measure, but you launch your Hornets on the ship that's jamming you, they hopefully jam his targeting, and then you warp off and leave them there. And you've saved your ship. Doesn't always work, but it's better than nothing.
Also, it's a good idea to use a website like DOTLAN or StaticMapper to look up the statistics on the wormhole system you've just jumped into (from a safe spot). You can often get a sense of how active the wormhole is with these tools. |
Delt0r Garsk
Shits N Giggles
354
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Posted - 2015.05.17 17:18:00 -
[30] - Quote
Donnachadh wrote:Tipa Riot wrote:Delt0r Garsk wrote:You can't be aligned at zero velocity. Aligning is getting to 75% of max velocity in the direction of warp. This. The myth of "passive alignment" dies hard. Tested and proven over and over that this "passive" alignment does make a difference in the time needed to go from button press to ship actually warping of into space. The difference may be a matter of 1 second or less but sometimes that small of a difference is all it takes to avoid becoming a kill mail statistic. To prove this to your self instead of taking my word for it take 2 identical ships sitting still in space, one facing towards the object you are going to warp to and the other facing directly away from it. Press warp to on one ship and time how long it takes to warp off. Then repeat with the other ship and look at the difference. I suggest using something that is large and very slow to align to make the differences easier to time by hand. There is no ship direction in eve if there is no velocity. Fly away from your warp direction. Stop. Wait till v=0... wait a little more. Then warp. Your ship instantly turns around and starts accelerating. The time it takes is the reported align time. That is the time it takes to get to 75% of the ships max velocity. What direction you where traveling in before you come to a complete stop makes no difference at all. CCP has said so. It is as you say easy to test and you clearly have not. Also you can't use a second, since server ticks are once a second.
If you are *moving* in the opposite direction to warp, this will have a longer time to warp. If you are very close to the correction direction and traveling fast, it can be much shorter.
Death and Glory!
Well fun is also good.
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