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Arthur Aihaken
CODE.d
5215
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Posted - 2017.01.24 12:51:20 -
[1] - Quote
Kudos to Ion Kirst for the suggestion. I thought I'd kick his idea off with posting some times... Please feel free to include your contributions in a similar format (when adding additional missions or if you beat a previous record, please edit your original post). Start your timer from the time you accept the mission and undock until you return, re-dock and complete the mission. Thanks.
I am currently away, traveling through time and will be returning last week.
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Arthur Aihaken
CODE.d
5215
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Posted - 2017.01.24 12:52:57 -
[2] - Quote
Unauthorized Military Presence ... (in-system) ... 00:09:46 (Rattlesnake)
I am currently away, traveling through time and will be returning last week.
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Ion Kirst
KIRSTONE ALLIANCE
260
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Posted - 2017.01.24 13:57:18 -
[3] - Quote
Arthur Aihaken said from another post:
"I'd be interested in that. Do we include the time from mission accept to completion (including travel time), or just from the time you land, start shooting and clear the last red target or mission objective? If you start a new thread, just list the criteria and for those that participate they can edit their original post with subsequent mission and clear times. Are we limiting this to Marauders or can any ship participate? (might be interesting to see how a Golem fares against a Rattlesnake, etc.)"
Well, thanks for starting, but you jumped the gun a bit. It's ok, but in blitzing L3s in the past, where seconds counted we had to do start the timer from mission acceptance to re-docking and closing out the mission. What that involved was the varying times it actually took to dock and undock. Lately there seems to be a delay in docking, sometimes I have to request 3 times, so that's not fair, and I want to avoid that. Sometimes a ship can get hung up on a accel gate, or at a structure, so that takes away from completion times too. I want to make it as simple as possible. Some of the discussion was on the different Marauders eliminating targets. That is the point, for me, in this.
So Arthur, as you suggested here, let's just keep the timer set to clearing each room, no travel time. So for example, in Duo of Death, you warp in, go thru the accel gate, as soon as you can start the timer and start clearing the room, when that last target pops, stop the timer.
Another example is The Assault. It has an accel gate, and two pockets. So , warp to mission, doesn't matter if it's in system or 2 jumps away. Go thru the accel gate, asap start the timer and clear the pocket. Once the pocket is cleared, stop the timer. Jump thru next gate, start the timer, clear the pocket, stop timer. There may be a few missions where you don't have to clear the pocket to complete the mission. Once the agent lets you know you're done, you can stop the timer. We should give each other a little leeway.
I would also just like to keep this restricted to Marauders.
How does that sound? Let's see how this starts to works out. There may be some conflicts, and we can deal with those as they arise.
Even though I'm retired, I have a busy day today. I won't be able to run any missions until this evening.
-Kirst
Always remember Tovil-Toba, and what was done there.
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Matthias Ancaladron
Wrath of Angels
82
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Posted - 2017.01.24 17:34:29 -
[4] - Quote
As an alpha clone in a gnosis on the few 4s I've tried 45minutes to an hour and a half. depending on how much I have to kill. But i use an afterburner so a few minutes of that is probably flying around and back to my mtu after sniping and switching my guns out for salvagers at my mobile depot. Might save a few minutes per room if I skipped looting but thats not gonna happen.
So I'll be last place in here since I have 430dps with drones and beams. Just chalk me up for 1hour + |

Mina Sebiestar
Minmatar Inner Space Conglomerate
1106
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Posted - 2017.01.24 17:45:03 -
[5] - Quote
Rules are a bit weird if its full clear then let it be that ...your agent informing you mission is over or not shouldn't matter drop every red cross then stop timer.
Also in mission gates are part of mission and with full clear things like world collide can be tricky ...while room for room pilots can have similar times one with prop mod gonna spend under 30min on both paths one without gonna be there 1h+ how is that fair representation of completion times?
My opinion is to have two timers from mission acceptance to mission turn in(full clear) and from warp in to last npc exploding(full clear).
In any case looking forward to some time numbers.....i am guessing that rattle benchmark is from landing in mission to last npc standing not just deleting carrier wreck group?
Typhoon Fleet Issue SOE skin for the win.
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Aghira
Systech Astromantics Shipyard Inc.
50
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Posted - 2017.01.24 20:06:24 -
[6] - Quote
I used to maintain an excel sheet with mission times but i stopped maintaining it a while ago. The sheet has 406 entries. Full clear, no blitzing. Here is a condensed excerpt of it:
Pirate Inavsion (Sansha) - 0 jumps - 00:13:05 (undock - dock) - Paladin (Tachyon) - 00:14:40 average (14 missions) Mining Misappropriation - 0 jumps - 00:08:53 (undock - dock) - Paladin (Tachyon) - 00:09:48 average (13 missions) The Blockade (Sansha) - 0 jumps - 00:16:23 (undock - dock) - Paladin (Tachyon) - 00:18:46 average (14 missions)
Edit: the excel sheet uses a pivot table that doesn't seem to work with google sheets, so best to download the file and view it with excel.
Es wird niemals so viel gelogen wie vor der Wahl, während des Krieges und nach der Jagd. (Otto von Bismarck)
english is not my native language.
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Mina Sebiestar
Minmatar Inner Space Conglomerate
1106
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Posted - 2017.01.29 21:09:01 -
[7] - Quote
Arthur Aihaken wrote:Pirate Invasion (in-system) ... 00:11:30 (clear) | ?? (mission) ... (Rattlesnake/RHML-sentry)
Pirate invasion 0 jumps 00:9:30 full clear from landing in pocket to last enemy explode rail navy dominix with heavy/sentry combo
Will post dock undock times when i get mission again.
Typhoon Fleet Issue SOE skin for the win.
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