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Shade Knight
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Posted - 2007.07.27 13:14:00 -
[1]
What skills are used to increase the speed of the ship from the lowest right upto the highest?
And what kind of equipment can you add to your ship to increase its speed?
What kind of speeds should you be hitting in an interceptor with all the skills and equipment?
Thanks a ton in advance
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Billy Sastard
Amarr Life. Universe. Everything. Hydra Alliance
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Posted - 2007.07.27 13:29:00 -
[2]
I would suggest asking these questions in the ships and modules forum, as they are all ship related. -=^=-
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Alski
Gallente Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.07.27 13:39:00 -
[3]
i'll just jump right into it...
Skills.
Acceleration Control. Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Afterburner. Skill at using afterburners. 10% bonus to Afterburner duration per skill level.
Evasive Manuvering. Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
High Speed Manuvering. Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
Navigation. (probaley the most importent) Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
Warp Drive Operation. (not actuley speed related, but very usefull to level 5) Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
Spaceship Command. The basic operation of spaceships. 2% improved ship agility for all ships per skill level.
Advanced Spaceship Command. (note this is a 90m isk skill and is normaley only trained by capital ship pilots, however its included for the sake of completeness) The advanced operation of spaceships. Grants a 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command.
I could be wrong but i think thats all of them.
Equipment.
Midslot Modules:
Afterburners (small 105-135%+ boosot to speed
Microwarpdrives (larger 500-550%+ boost to speed and the expence of -25% to capacitor size)
Lowslot Modules:
Inertia Stabilzers Reduces inertia, what this means in practice is higher speed and better agility
Nanofibre internal structure Reduces mass of the ship, if i remember right these only make your ship more agile, though they have been changed so many times to be honest i forget.
Overdrive Injector System. Gives a pure speed boost of X percent, these are the best of the 3 lowslow mods if going for just pure speed) -
(combat) Patch belonging to CCP hits your drones, wrecking their liberty and freedom. |

Alski
Gallente Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.07.27 13:42:00 -
[4]
As for how fast an interceptor can go, it somewhat depends on race, caldari are a bit slow, gallente and amarr are on par in think and are pritty fast, minmatar are fastest, you can expect with basic skills and fittings to go 3000m/s, with decent skills and fittings 3500-4500m/s and flying the fastest minmatar ceptors in a speed 5km/s is in easy reach, with even more dedicated skilling and implants i have seen some ceptors hit 9km/s, with full faction setups i'm told 10km/s is doable but never seen it.
Hope all that helped and that i dident miss anything.  -
(combat) Patch belonging to CCP hits your drones, wrecking their liberty and freedom. |

Baka Lakadaka
Gallente Antares Fleet Yards SMASH Alliance
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Posted - 2007.07.27 14:11:00 -
[5]
Someone should also mention that there are things that make you slower.
The most obvious of these is the Expanded Cargo Hold, Armor Plating and Warp Core Stabilisers, there may be others. Anything that adds weight and/or bulk to your ship will affect speed. Cargo containers also add to your mass and I've heard affect speed and agility (not confirmed though).
These modules effect either agility (lining up for warp) or all-out speed.
Cheers Baka ______________________ Have a Skill in training every second of every day and never buy a ship you can't afford to replace at least once. |

Imperator Jora'h
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Posted - 2007.07.27 18:35:00 -
[6]
Originally by: Alski Edited by: Alski on 27/07/2007 13:51:12 As for how fast an interceptor can go, it somewhat depends on race, caldari are a bit slow, gallente and amarr are on par and are pritty fast, minmatar are fastest...
Actually the Amarr Crusader is the fastest interceptor. On paper the base stats say the Minmatar ship is faster but when you account for max speed possible using an MWD (pretty much required equipment on an inty) the Crusader is lighter than the Minmatar ship and thus faster. Odd I know since Minmatar are the speed race and Amarr are generally pretty slow but there it is. For absolute top speed possible the Crusader beats all.
However, the Crusader has other issues (notably a painful lack of midslots to tackle with) which is why the Caldari Crow is so popular. Crusader makes an excellent anti-interceptor interceptor though. Eats Crows with ease.
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Ephemeral Waves
The Nine Gates R i s e
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Posted - 2007.07.27 18:59:00 -
[7]
Originally by: Alski Inertia Stabilzers Reduces inertia, what this means in practice is higher speed and better agility
These have no affect on speed. They only affect your agility.
Quote: Nanofibre internal structure Reduces mass of the ship, if i remember right these only make your ship more agile, though they have been changed so many times to be honest i forget.
This only reduce mass, this affects how much speed you get out of an AB or MWD. They also reduce your structural HP.
Quote: Overdrive Injector System. Gives a pure speed boost of X percent, these are the best of the 3 lowslow mods if going for just pure speed)
These also reduce your cargo capacity.
Overdrives give a better speed boost to small ships (IE Inties) while Nanos give better speed boosts to larger ships.
I make sigs |

Dez Erichs
Agony Unleashed Agony Empire
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Posted - 2007.07.27 19:01:00 -
[8]
Originally by: Alski Edited by: Alski on 27/07/2007 13:51:12 As for how fast an interceptor can go, it somewhat depends on race, caldari are a bit slow, gallente and amarr are on par and are pritty fast, minmatar are fastest, you can expect with basic skills and fittings to go 3000m/s, with decent skills and fittings 3500-4500m/s and flying the fastest minmatar ceptors in a speed setup 5km/s is in easy reach, with even more dedicated skilling and implants i have seen some ceptors hit 6-9km/s, with full faction setups and a full set of speed implants i'm told 10km/s is doable but never seen it.
10km/sec is easily doable without a Snake set.
Navigation 5 and Acceleration Control 4, a Crow with 2 Local Overdrives, a Local Nanofiber, 2 Polycarbons and a Gistii MWD. Get a buddy with Skirmish Warfare 5 gets you another 10% Speed.
If you do the above with a full snake/full faction setup, it should get you past 20km/sec. --- PvP Training: www.agony-unleashed.com "Veni, Vidi, Caedi" |

Ephemeral Waves
The Nine Gates R i s e
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Posted - 2007.07.27 19:03:00 -
[9]
Originally by: Alski As for how fast an interceptor can go, it somewhat depends on race, caldari are a bit slow, gallente and amarr are on par and are pritty fast, minmatar are fastest, you can expect with basic skills and fittings to go 3000m/s, with decent skills and fittings 3500-4500m/s and flying the fastest minmatar ceptors in a speed setup 5km/s is in easy reach, with even more dedicated skilling and implants i have seen some ceptors hit 6-9km/s, with full faction setups and a full set of speed implants i'm told 10km/s is doable but never seen it.
With basic skills my crow does 4500m/s (but can keep my 20km warp scram running with the MWD permanently). If I nerfed my cap recharge I could go faster. I've seen crows hit 15km/s and assume the minmitar ships can do more. However, if you're going that fast in a gunboat you're not going to hit anything.
Of course, the 15km/s crow had full implants and when he passed a little close to a triple webbing recon cruiser he died - very rapidly. Wish I could have heard him screaming on TS. 
Eph.
Hope all that helped and that i dident miss anything. 
I make sigs |

Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.27 22:33:00 -
[10]
Keep in mind, if we're talking non-sustainable speed here, heat needs to be added into the equation.
A pure T2-fit, decently skilled Malediction pilot that isn't even fitting 100% speed mods in the lows can break 10km/s using heat. So, extrapolate that to a Crusader with pure overdrive/nano fittings in the lows, a faction MWD, snake set in the head, a possible Claymore boosting them in local at max skills, and heat... of course, its extremely, extremely expensive, so encounters with such ships are rare.
But, it is doable.
50m Sig Contest! |
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F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.07.28 01:04:00 -
[11]
Originally by: Ephemeral Waves
Quote: Overdrive Injector System. Gives a pure speed boost of X percent, these are the best of the 3 lowslow mods if going for just pure speed)
These also reduce your cargo capacity.
Not anymore. They just add speed.
I used to get It. Then It changed. Now I don't even know what It is.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.07.28 01:13:00 -
[12]
Originally by: F'nog
Originally by: Ephemeral Waves
Quote: Overdrive Injector System. Gives a pure speed boost of X percent, these are the best of the 3 lowslow mods if going for just pure speed)
These also reduce your cargo capacity.
Not anymore. They just add speed.
No, they still remove cargo space.
50m Sig Contest! |

Miss Miata
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Posted - 2007.07.28 02:09:00 -
[13]
my rifter does over 3000 ms with 1 bog standard mwd and 1 (i think) bog standard cheapest overdrive.
i keep meaning to try it with a t2 mwd (cant use em yet) and 3 x t2 overdives or decent named, lookin at the speed i was amazed to get im sure 4000ms must be poss which i think is pretty good for a rifter.
oh i have nav + ab 5, the rest of skills are just at 2 or 3
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F'nog
Amarr Celestial Horizon Corp. Valainaloce
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Posted - 2007.07.28 03:46:00 -
[14]
Originally by: Sakura Nihil
Originally by: F'nog
Originally by: Ephemeral Waves
Quote: Overdrive Injector System. Gives a pure speed boost of X percent, these are the best of the 3 lowslow mods if going for just pure speed)
These also reduce your cargo capacity.
Not anymore. They just add speed.
No, they still remove cargo space.
Are you sure? I could have sworn the patch that changed nanos also changed them. But I haven't used them in forever, so I could be wrong.
I used to get It. Then It changed. Now I don't even know what It is.
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Hannobaal
Gallente Dragonfire Intergalactic Crusaders of Krom Dark Matter Coalition
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Posted - 2007.07.28 03:51:00 -
[15]
Originally by: Alski Edited by: Alski on 27/07/2007 13:51:12 As for how fast an interceptor can go, it somewhat depends on race, caldari are a bit slow, gallente and amarr are on par and are pritty fast, minmatar are fastest, you can expect with basic skills and fittings to go 3000m/s, with decent skills and fittings 3500-4500m/s and flying the fastest minmatar ceptors in a speed setup 5km/s is in easy reach, with even more dedicated skilling and implants i have seen some ceptors hit 6-9km/s, with full faction setups and a full set of speed implants i'm told 10km/s is doable but never seen it.
Hope all that helped and that i dident miss anything. 
You underestimate the speeds possible under the different circumstances. With only level 4 in Navigation and Acceleration Control and no implants or faction equipment, even my Taranis goes quite a bit above 6 km/s with 2 Auxiliary Thruster I rigs, 1 1mn mwd II, 1 overdrive injector II and 2 nanofiber II. My Ares goes above 7 km/s. ------------------
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Hannobaal
Gallente Dragonfire Intergalactic Crusaders of Krom Dark Matter Coalition
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Posted - 2007.07.28 03:57:00 -
[16]
Edited by: Hannobaal on 28/07/2007 03:57:04
Originally by: F'nog
Originally by: Sakura Nihil
Originally by: F'nog
Originally by: Ephemeral Waves
Quote: Overdrive Injector System. Gives a pure speed boost of X percent, these are the best of the 3 lowslow mods if going for just pure speed)
These also reduce your cargo capacity.
Not anymore. They just add speed.
No, they still remove cargo space.
Are you sure? I could have sworn the patch that changed nanos also changed them. But I haven't used them in forever, so I could be wrong.
It changed them a lot, but it didn't change their penalty to cargo space. ------------------
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