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badgerz23
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Posted - 2007.06.14 12:13:00 -
[1]
Edited by: badgerz23 on 14/06/2007 12:12:12 Question: How is the chance of a Warp Core Stabiliser preventing a jammer calculated?
Is it simply a case of who has the most points wins? So 2 jam strength against 1 stab would be perma-jammed? Or does that 1 point give you a 50/50 chance of resisting the jam each cycle?
I did a quick search for warp core stabilisers on the forums but didn't see any mention of the chances. All I saw was people arguing about whether or not they should have been nerfed :P I'm wondering if using a ship with 4x WCS purely for transport/travel (no intention of combat) is going to be strong enough. Considering the nerf I'm getting I would expect that to be extremely hard to jam.
Thanks guys, and apologies if this has been discussed already in another thread :)
Vorin / Badgerz23
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Ishina Fel
Caldari Synergy. Imperial Republic Of the North
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Posted - 2007.06.14 12:17:00 -
[2]
They operate on a 1:1 basis.
Scramblers take points away, warp core stabs add points. As long as your total sum is 0 or greater, you can warp.
I.e. a blockade runner transport (native +2 warp strength) with 3 warp core stabs fitted would require the enemy to put six warp scrambling points on it to keep it from warping.
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badgerz23
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Posted - 2007.06.14 12:25:00 -
[3]
Thanks for the quick reply :) So 2 points would be enough for a normal ship against one pirate, assuming he didn't have multiple jammers fitted?
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Ralara
Caldari Exanimo Inc Triumvirate.
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Posted - 2007.06.14 12:29:00 -
[4]
Originally by: badgerz23 Edited by: badgerz23 on 14/06/2007 12:12:12 Question: How is the chance of a Warp Core Stabiliser preventing a jammer calculated?
Is it simply a case of who has the most points wins? So 2 jam strength against 1 stab would be perma-jammed? Or does that 1 point give you a 50/50 chance of resisting the jam each cycle?
I did a quick search for warp core stabilisers on the forums but didn't see any mention of the chances. All I saw was people arguing about whether or not they should have been nerfed :P I'm wondering if using a ship with 4x WCS purely for transport/travel (no intention of combat) is going to be strong enough. Considering the nerf I'm getting I would expect that to be extremely hard to jam.
Thanks guys, and apologies if this has been discussed already in another thread :)
Vorin / Badgerz23
There is no "jamming", that's an ECM word.
There's "scrambled / disrupted" although scrambled is the most used.
Most ships (tech 2 transports not withstanding) have a warp core stength of 0.
Warp scramblers take 1 point off this.
Warp disruptors take 2 points off this.
Warp core stabalisers add 1 point to this.
Tech 2 WCS (dont exist / maybe through invention, not seen one) add 2 points to this.
A ship cannot warp if it has a negative warp core strength.
A ship can warp if it has a warp core strength of 0 or more.
Therefore 2 warp scramblers and 1 warp disruptor pointing on a ship means you'd need 4 warp core stabalisers to bring the core strenth to 0 and allow you to warp.
Exceptions are warping around deadspace pockets (missions / complexes with gates), being in a mobile warp disruption bubble or an interdiction sphere.
You cannot warp around a deadspace complex or from 1 deadspace stage to the next, ever. IE if you have a friend on gate 4 and you warp to him from a station, you'll end up in stage 1.
Warp disruption bubbles and interdiction spheres... it's best to think of these as bubbles in space (clearly visible btw) with the strength of 50 warp disruptors. You'll never be able to warp out of one if you are caught, unless you move out of the bubble itself. There's a few technicalities with interdiction spheres but they aren't important right now.
hope this helps.
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badgerz23
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Posted - 2007.06.14 12:34:00 -
[5]
Thanks guys
Some tech II WCS's would be nice then ;)
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plastic fantastic
Solar Dragons Red Alliance
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Posted - 2007.06.14 13:17:00 -
[6]
they nerfed t2 wcs afaik so they are +1 as well
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kill0rbunny
Alpha-Hirogen
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Posted - 2007.06.14 13:24:00 -
[7]
Originally by: Ralara
Warp scramblers take 1 point off this.
Warp disruptors take 2 points off this.
Other way round.
I pew therefore I am.
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Ryysa
Caldari
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Posted - 2007.06.14 14:03:00 -
[8]
Check the guide in my sig if you want more details on this also.
EW Guide - KB Tool - PVP Event |

DarkElf
Veto. Veto Corp
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Posted - 2007.06.14 14:30:00 -
[9]
I know it's only words but try not to use words such as 'jammed' and 'permajammed' etc these are common terms for use of ecm 'jamming'.
The WCS mechanics are extremely simple. basically u have a 1 warp strength for every ship (apart from blackade runners) and u can increase that by 1 point per WCS. each point of warp strength needs 1 point to disable it.
warp disruptors generally give 1 point of 'scram strength' and scramblers give 2 (just t1 and t2)
DE
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Donathan Slade
Kay Korporation Knights Of the Southerncross
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Posted - 2007.06.14 16:29:00 -
[10]
I think everybody seems to forget another simple factor...
SENSOR RESOLUTION!!!! 1 WCS = -50% sensor targeting (not sure if it affects resolution or not)
1= -50% 2= -75% 3= -87.5% 4=.....you better not be trying to kill anything..
You need sensor boosters to compensate for loss of targeting range and stuff... And that gets into using even MORE slots.
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Divideby0
Gallente Amalgamated Industries
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Posted - 2007.06.14 17:29:00 -
[11]
Originally by: Donathan Slade I think everybody seems to forget another simple factor...
SENSOR RESOLUTION!!!! 1 WCS = -50% sensor targeting (not sure if it affects resolution or not)
Yes! it affects resolution as well as range. Make sure you remember to remove your WCS before you go off to do a kill mission.
Who is the bigger carebear: The miner who braves low-sec on his own...or the chump who attacks an unarmed ship? |

Ralara
Caldari Exanimo Inc Triumvirate.
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Posted - 2007.06.14 20:20:00 -
[12]
Originally by: kill0rbunny
Originally by: Ralara
Warp scramblers take 1 point off this.
Warp disruptors take 2 points off this.
Other way round.
crap i MEANT to say disruptors have 20km range and scramblers have 7.5km range but mixed up the names and the "higher and lower" parts lol
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Donathan Slade
Kay Korporation Knights Of the Southerncross
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Posted - 2007.06.14 20:25:00 -
[13]
Meh, I always get the 2 confused, so I'm constantly wasting time doing a get info
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DarkElf
Veto. Veto Corp
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Posted - 2007.06.15 02:00:00 -
[14]
Originally by: Donathan Slade I think everybody seems to forget another simple factor...
SENSOR RESOLUTION!!!! 1 WCS = -50% sensor targeting (not sure if it affects resolution or not)
1= -50% 2= -75% 3= -87.5% 4=.....you better not be trying to kill anything..
You need sensor boosters to compensate for loss of targeting range and stuff... And that gets into using even MORE slots.
i think ur missing a simple factor as well. why would u need to lock someone when he stated very clearly that it is not used for combat at all, just hauling.
DE
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Ralara
Caldari Exanimo Inc Triumvirate.
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Posted - 2007.06.15 10:09:00 -
[15]
Originally by: DarkElf
Originally by: Donathan Slade I think everybody seems to forget another simple factor...
SENSOR RESOLUTION!!!! 1 WCS = -50% sensor targeting (not sure if it affects resolution or not)
1= -50% 2= -75% 3= -87.5% 4=.....you better not be trying to kill anything..
You need sensor boosters to compensate for loss of targeting range and stuff... And that gets into using even MORE slots.
i think ur missing a simple factor as well. why would u need to lock someone when he stated very clearly that it is not used for combat at all, just hauling.
DE
never put ECM on your haulers so you can escape a small camp in low sec?
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badgerz23
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Posted - 2007.06.15 10:26:00 -
[16]
Yeah I meant scrambled rather than jammed, used the wrong word :)
It seems pretty harsh to me to get rid of the +2 WCS and have the targeting nerf. Don't get me wrong, I agree totally with the targeting nerf so that you can't have a combat effective ship fitted with WCS so you can run away if things go wrong. But even with 3-4 WCS fitted it sounds like I'm still very likely to be scrambled by a couple of ships.
Bring back +2 WCS imo perhaps with even bigger nerfs?
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Ralara
Caldari Exanimo Inc Triumvirate.
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Posted - 2007.06.15 12:45:00 -
[17]
Originally by: badgerz23 Yeah I meant scrambled rather than jammed, used the wrong word :)
It seems pretty harsh to me to get rid of the +2 WCS and have the targeting nerf. Don't get me wrong, I agree totally with the targeting nerf so that you can't have a combat effective ship fitted with WCS so you can run away if things go wrong. But even with 3-4 WCS fitted it sounds like I'm still very likely to be scrambled by a couple of ships.
Bring back +2 WCS imo perhaps with even bigger nerfs?
3 or 4 ships, probably. Anyway, WCS aren't there to make you invulnerable. They're there to help, just like shields, armour hardners and weapons. If you don't want to risk it, don't go to low sec or 0.0.
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