| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Laesa
|
Posted - 2007.12.07 20:51:00 -
[1]
OK So I am really addicted to running trade routes now, but recently lost 6 million in ship and cows (livestock). I could have gotten out of there if I could have warped but was indicteificated. So I am learning Warp Drive Operation for the purpose of using warp core stabilizers. My question is does having multiple stabilizers increase your defense against being warp jammed? And further, is there anything else I can do to increase my defenses against warp jamming?
Thanks for any info. |

Al Kickaurazz
|
Posted - 2007.12.07 21:00:00 -
[2]
Well 1 warpcore stab only allows you if another player only has one point of scram... so if there is more or... the player jamming you is using multiple warp jammers or a shortend range warp jammer that has 2 points of scram but a range of around 7500.
So... i would advice you maybe put atleast 2 warp core stabs in you're low slots.
example Long range Warp jammers 20km+ = 1 point of scram. Short range Warp jammers 7500m+ = 2 points of scram. 1 Warp core stabilizer will only help you if you only have 1 point of scram on you're ship.
Sorry if i confused you :S
|

Diciamin
Hand Of Muritor
|
Posted - 2007.12.07 21:10:00 -
[3]
Originally by: Laesa My question is does having multiple stabilizers increase your defense against being warp jammed?
Yup. Warp-jamming modules come in two strengths, depending on range. Short-range is 2 "points" of jamming. Long-range is 1 point.
Each WCS you have equipped will counter 1 point. If you're running through lo-sec, two WCS is probably a safe bet.
WCS will do nothing against the bubbles you may encounter... though warp-jamming bubbles will only be in 0.0 areas, though.
Quote: And further, is there anything else I can do to increase my defenses against warp jamming?
Use some inertial stabilisers, to help your hauler get aligned faster. The faster you can get into warp, the less time hostiles will have to lock you down.
You may end up with no room for cargo expanders, but you'll get through a lot more hostile areas intact. 
Also... check your map! Colour stars by "Ships killed in last hour", and "active pilots in space". Weigh your risks. Get familiar with system names that are traditionally known for pirate camps.
|

Laesa
|
Posted - 2007.12.07 21:11:00 -
[4]
You did confuse me But that just means there is more to it than i understand right now. I think what you are saying is that I need one stabalizer for each warp disruptor than is being pointing at me. If that's true, then with the Badger 2 having 3 low spots, if I have 3 warp stabilizers I should be able to take 3 warp disruptors. Is that accurate?
Is there any other additional defenses against this?
|

Laesa
|
Posted - 2007.12.07 21:13:00 -
[5]
THANKS!!!
Originally by: Diciamin
Originally by: Laesa My question is does having multiple stabilizers increase your defense against being warp jammed?
Yup. Warp-jamming modules come in two strengths, depending on range. Short-range is 2 "points" of jamming. Long-range is 1 point.
Each WCS you have equipped will counter 1 point. If you're running through lo-sec, two WCS is probably a safe bet.
WCS will do nothing against the bubbles you may encounter... though warp-jamming bubbles will only be in 0.0 areas, though.
Quote: And further, is there anything else I can do to increase my defenses against warp jamming?
Use some inertial stabilisers, to help your hauler get aligned faster. The faster you can get into warp, the less time hostiles will have to lock you down.
You may end up with no room for cargo expanders, but you'll get through a lot more hostile areas intact. 
Also... check your map! Colour stars by "Ships killed in last hour", and "active pilots in space". Weigh your risks. Get familiar with system names that are traditionally known for pirate camps.
|

Tkar vonBiggendorf
Gallente Snake Eyes Inc Rule of Three
|
Posted - 2007.12.07 21:21:00 -
[6]
You said you were "indicteificated." Do you mean an Interdictor threw a bubble at you? Warp Core Stabilizers will not help you in this case. You have to fly out of the bubble before you can warp.
Warp Core Stabilizers only counter Warp Disruptors and Warp Scramblers, if you have enough of them.
|

Laesa
|
Posted - 2007.12.07 21:28:00 -
[7]
Originally by: Tkar vonBiggendorf You said you were "indicteificated." Do you mean an Interdictor threw a bubble at you? Warp Core Stabilizers will not help you in this case. You have to fly out of the bubble before you can warp.
Warp Core Stabilizers only counter Warp Disruptors and Warp Scramblers, if you have enough of them.
I used the wrong term. I was in 0.4 space. The previous helper said that they can only do those warp bubbles in 0.0, so it must have been a warp disrupter. Right?
|

Laesa
|
Posted - 2007.12.07 21:35:00 -
[8]
Arghh. Choices = brain pain. So the badger 2 has 3 low spots. Is it wiser for trade route running in 0.4 to 0.3 to have 2 warp stabilizers and 1 Inertia stabilzer or just to go all out and have 3 inertia stabalizers? Or maybe even to have 3 inertia stabalizers in the hopes that one could align to warp before the warp disruptors take effect?
|

Stephani
|
Posted - 2007.12.07 21:49:00 -
[9]
Well, I also just found the Evasive Manuvering skill which should help out.
|

Tkar vonBiggendorf
Gallente Snake Eyes Inc Rule of Three
|
Posted - 2007.12.07 23:04:00 -
[10]
If I'm carrying valuables through low-sec space, and there's not so much of it that an Industrial is required, a frigate does a much better job of aligning and warping away before they can lock on you.
You may want to try to train up to Transports and get a blockade runner. It's a T2 industrial that has cruiser-like agility and a built-in +2 warp core stabilizer.
|

Stephani
|
Posted - 2007.12.08 00:16:00 -
[11]
Originally by: Tkar vonBiggendorf If I'm carrying valuables through low-sec space, and there's not so much of it that an Industrial is required, a frigate does a much better job of aligning and warping away before they can lock on you.
You may want to try to train up to Transports and get a blockade runner. It's a T2 industrial that has cruiser-like agility and a built-in +2 warp core stabilizer.
Good idea. Lotta training left to go for that!
|

Stephani
|
Posted - 2007.12.08 00:19:00 -
[12]
Edited by: Stephani on 08/12/2007 00:19:51

|

Laesa
|
Posted - 2007.12.08 00:20:00 -
[13]
For my two highs I was thinking about some kinda energy zappers. Maybe I can deplete their capacitor so the warp disabler resets and then I can make my get away. This coupled with some shield hardners and regens to give the energy zappers enough time to deplete them fully. What do you think about that idea?
|

Ard UnjiiGo
The Bastards
|
Posted - 2007.12.08 00:32:00 -
[14]
Well you've gotten good information about warp stabs but honestly most of us that move valuables through low-sec use something better: a scout. Many uber gate camps have more than 3 points aimed at a juicy target and/or will have folks designated to keep bumping you from aligning to warp which warp core stabs do nothing to help you with. Make a few friends in game and when you need to move cargo (in this case it sounds like a mission) ask one of those friends if they want to split the mission rewards with you. Have them hop into a speedy frig fitted with an MWD and go a jump ahead checking for gate camps. It will give you both valuable experience as well since there will be many times likely in the future when you will each need to do this for something more important than 6 mil in hamburgers. 
|

Laesa
|
Posted - 2007.12.08 00:39:00 -
[15]
Originally by: Ard UnjiiGo Well you've gotten good information about warp stabs but honestly most of us that move valuables through low-sec use something better: a scout. Many uber gate camps have more than 3 points aimed at a juicy target and/or will have folks designated to keep bumping you from aligning to warp which warp core stabs do nothing to help you with. Make a few friends in game and when you need to move cargo (in this case it sounds like a mission) ask one of those friends if they want to split the mission rewards with you. Have them hop into a speedy frig fitted with an MWD and go a jump ahead checking for gate camps. It will give you both valuable experience as well since there will be many times likely in the future when you will each need to do this for something more important than 6 mil in hamburgers. 
My poor cows... one second eating their hay, happy as could be, then BOOM.... sucked into the cold expanse of space, flash frozen into giant patties.
Actually its not missioning, just pure Han Solo freight running. But your idea does rock. I actually have two accounts so I could use my other one as a scout. Thanks!
Is the whole energy zapper idea not a good one?
|

Micia
Minmatar Thrace Inc Ushra'Khan
|
Posted - 2007.12.08 00:50:00 -
[16]
Originally by: Laesa Is the whole energy zapper idea not a good one?
Considering the lock-time on industrials, you'd be vaporised several times over by the time your ship gets a chance to use it. 
A better use of the hi-slot would be a Prototype Cloak.
If you run a regular route, you ought to have made several safespot bookmarks in your travels. (If you haven't... do so). If the hostile heat is warming up, you can SS and cloak up 'til the coast is clear. |

Laesa
|
Posted - 2007.12.08 01:16:00 -
[17]
Originally by: Micia
Originally by: Laesa Is the whole energy zapper idea not a good one?
Considering the lock-time on industrials, you'd be vaporised several times over by the time your ship gets a chance to use it. 
A better use of the hi-slot would be a Prototype Cloak.
If you run a regular route, you ought to have made several safespot bookmarks in your travels. (If you haven't... do so). If the hostile heat is warming up, you can SS and cloak up 'til the coast is clear.
Thanks! I didn't think I could use a cloak on anything but a covert ops, but i researched it after your post and saw that was just for one specific cloaker.
Thanks to eveyone who gave advice!!!
|

Kalaro
|
Posted - 2007.12.08 01:40:00 -
[18]
As the other's have said, you could consider training to use a transporter, the badger class is the:
Crane (link to knowledge base thingy) Hull: Badger Class Role: Transport Developer: Kaalakiota
Blockade runner transports are the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire - factors which make them ideal for zipping through dangerous territories with valuable cargo.
Caldari Industrial Skill Bonus: +5% cargo +5% velocity, 10% shield and armor thermal, 5% shield and armor kinetic
Transport Ships Skill Bonus: +10% shield booster boost amount
Special Bonus: +2 Warp Strength
This however is a time sink so you should only consider it if you want to do this kind of stuff for a while :P
|

Leora Nomen
Amarr
|
Posted - 2007.12.08 02:03:00 -
[19]
Edited by: Leora Nomen on 08/12/2007 02:05:11
Originally by: Laesa Thanks! I didn't think I could use a cloak on anything but a covert ops, but i researched it after your post and saw that was just for one specific cloaker.
Thanks to eveyone who gave advice!!!
You can't warp around cloaked with anything else on but covert ops cloak II. So yeah you will be able to cloak, but not warp anywhere and your speed with be cut to 25% of original. The gate campers may try flying to your location and decloaking you as cloak drops when something gets within 2km of your ship.
But cloak offers additional protection. Jump the gate, look around for those 30 seconds that you remain cloaked from the gate effect, find the next gate, double click next to it and hit your afterburner right away and then hit cloak. When you're facing the other gate turn off cloak and initiate warp to it. You should do this as quickly as possible, so practice it in high sec systems a bit.
Train to fly blockade runner ships. Amarr industrial ships work well too. They have 4-5 low slots for 4-5 warp core stabs and 3-4 mids for ab + shield tank.
guide to game time codes |

Cipher7
VersaTech Interstellar Ltd. SMASH Alliance
|
Posted - 2007.12.08 04:22:00 -
[20]
1 warp scrambler = 2 points 7.5km range 1 warp jammer = 1 point 20km range
Interdictor (a class of ship) bubble = Infinite points
Anchored bubble (a piece of equipment) = Infinite points
WCS = negates 1 point of jamming
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |