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Ploing
Blue Republic RvB - BLUE Republic
91
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Posted - 2017.03.20 19:01:44 -
[1] - Quote
Zarek Kree wrote:I had some trouble finding a definitive answer to what happens if you get disconnected while engaged with NPCs during a mission, so I wanted to recount my experience. I inadvertently burned my missile launchers out while running the Burner Serpentis mission leaving me with no working offensive modules (experiment gone awry). However, I was running a cap stable Hawk fit so I could tank him indefinitely with my shield booster running. He had me scrammed and webbed of course, so there was no getting away from him. At 35 m/s, it would have taken me many hours to move far enough from the warp-in point to get him to disengage, so I had no choice but to log out.
I can confirm that active modules in your mid slots (and presumably your low slots as well) will continue to function during the 5 min NPC aggression timer. I logged back in after about 10 min and found myself sitting at the mission gate with no damage, so my shield booster must have continued to function until my ship was removed from the grid. I docked up, repaired my launchers and warped back to the mission to finish up with no issues (the Serpentis Daredevil was simply hanging around about 100 km from warp-in where I had disappeared).
This is one of the best reasons I've seen yet to use cap stable burner fits. If you DO get a disconnect, you won't lose your ship. Maybe others knew this, but after a search, all I could find was vague innuendo regarding the action of mid and low modules following a DC. Presumably your high slot modules WILL shut down, but I can't confirm that.
normally if you are capstable, all modules should running. highs shut down during reload while you dont activate them again.
from time to time i have also to fight with a socket close. since that i prefer a capstable version if possible. |

Ploing
Blue Republic RvB - BLUE Republic
91
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Posted - 2017.03.20 19:35:05 -
[2] - Quote
Zarek Kree wrote:
I've always preferred cap stable burner fits for simplicity, but I didn't realize they would save your ship upon disconnect.
yes they did, but you should not warp away when scrambled. will take a look next time if the daredevil only disrupt or scrambles.
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Ploing
Blue Republic RvB - BLUE Republic
93
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Posted - 2017.03.20 21:19:43 -
[3] - Quote
Zarek Kree wrote:Ploing wrote:yes they did, but you should not warp away when scrambled. will take a look next time if the daredevil only disrupt or scrambles. I had always heard the same thing - that you wouldn't auto-warp if scrammed (like in many burner missions), but you would if simply disrupted (like in most every other L4 mission). But the Daredevil definitely scrams and I still auto-warped away upon disconnect. I just reconfirmed this behavior on SiSi with the Blood Agent Cruor burner. I turned everything on and then disconnected. When I came back 7 min later, I was sitting at the acceleration gate at the entrance to the mission - not in the mission room itself. Since I wasn't watching with a 2nd account, I can't positively say that I auto-warped before my ship was removed from the grid, but the effect was the same. I also confirmed that your high slot modules DO shutdown before running out of ammo, while the mids and lows stay active. I set auto-reload to off, activated all of my modules (including my autocannons) and then immediately disconnected. When I came back I had only fired 48 rounds, which represents a little over 1.5 min of firing time - which might simply be how long it takes for the server to positively declare you a disconnect. Unless I auto-warped off in well less than 5 min, the highs must have shut down.
ok looks like they changed it a bit because of the expanded grid. some guys had to fly over 8 k to get rid of him and before expansion it was only 300+. maybe i will test it out too to verify it. but the highs are a bit annoying. |

Ploing
Blue Republic RvB - BLUE Republic
93
|
Posted - 2017.03.20 21:28:22 -
[4] - Quote
Zarek Kree wrote:
.. but I've checked it once on TQ (unintentionally) and a few times now on SiSi on a completely different mission, but I do seem to be auto-warping away.
this change is a good thing compared before. but we dont now without an official statement.
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Ploing
Blue Republic RvB - BLUE Republic
95
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Posted - 2017.03.20 22:33:50 -
[5] - Quote
DeMichael Crimson wrote:I think the main point you're missing is that the NPC Ewar effect - warp scram - only last's for a short amount of time and then shuts off allowing your ship to do the Disconnection warp.
Since there isn't any Neut Ewar happening, the cap stable defense of your ship would still protect you even if the NPC was doing Perma-warp scram.
The only way to know for sure how long the Shield Boost cycle continues to operate after disconnection before warping out would be to have a fleet member monitor it. That would also show just how long the NPC warp scram holds the ship after disconnection as well.
Anyway, this thread topic is definitely interesting.
DMC
monitoring it would only savely on teamburners and maybe the worm, but he would catch up interest from the burner to soon if he wanna get clocked and/or will not give a result which can be used. |

Ploing
Blue Republic RvB - BLUE Republic
95
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Posted - 2017.03.20 22:46:21 -
[6] - Quote
Zarek Kree wrote:
Yeah, I was thinking the same thing. You can only draw so many conclusions based on the after-effects. I may jump on with a second account and see what's really going on.
but thats a thing ccp lebowski can help out. he knows whats should be going on. we can barely determine what happens , but he can.
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Ploing
Blue Republic RvB - BLUE Republic
97
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Posted - 2017.03.23 22:13:27 -
[7] - Quote
thx zarek for the good work. |
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