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Pteranodon
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Posted - 2008.08.29 09:54:00 -
[1]
My Alts next project is again pushing the Dominix envelope. We went from Megathron to Kronos-now it's time to go from Dominix to a Sin.
A simple Sin question & it might sound like a length of a piece of string question but how far is a 2 light year jump-typically. Is it like 2 sectors or a lot more. I just need to get a feeling as to how many jumps you would need to say jump from Jita to Aufay as an example (assuming you can jump in highsec)
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Ravn Silverclaw
Paxton Industries Paxton Federation
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Posted - 2008.08.29 10:00:00 -
[2]
I guess you just use Jump planner for the jump calculations? http://oldforums.eveonline.com/?a=topic&threadID=527765
As for the other aspects of the Sin it could be interesting to hear any experiences ppl have had with it and how it can be usefull.
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Jonna Andromedae
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Posted - 2008.08.29 10:01:00 -
[3]
Edited by: Jonna Andromedae on 29/08/2008 10:00:57 http://www.eve-icsc.com/jumptools/jumpplanner.php
You don't need anything else 
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Pteranodon
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Posted - 2008.08.29 10:29:00 -
[4]
Thanks for the links. My Alt does not fly a Sin yet & wont for at least 2 months. However-does anybody know if the Sin can do everything it does cloaked-like jump & move through gates cloaked. I would hate to be in low sec & expose the ship to visual detection.
Has anybody come across a black ops thread which explains the capability of these ships?
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fivetide humidyear
Gallente EXCESS10N
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Posted - 2008.08.29 10:48:00 -
[5]
Edited by: fivetide humidyear on 29/08/2008 10:50:12 they are held back by the inability to warp cloaked to be honest, so will always be seen on grid before you recloak to approach the gate to decloak to jump through. All ships have to decloak to jump through stargates.
essentially you have a 700mil+ stealthbomber with the ability to jump to a covert cynosural field (which your alt / gang meber will need to be trained up for). And then portal a few recon ships or a few more stealthbombers. the covert cyno field can't be seen on overview like the basic one can.
The jump range is really short, even with near maxed jump skills it's not a long range.
the icsc tool is excellent.
you can jump from high sec to low sec but not to other high sec and not from low sec to high sec.
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Liberator 1
Gallente Tribal Liberation Force
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Posted - 2008.08.29 11:10:00 -
[6]
The Sin sounds like a bit of an Uber-ship. I'll have have one eventually !
------------------------------------------- ôIf you are in a spaceship that is traveling at the speed of light, and you turn on the headlights, does anything happen?ö ------------------------- |

Pteranodon
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Posted - 2008.08.29 11:24:00 -
[7]
Can you clarify a very important point. Am I right in that the Sin cant jump unless a Cynosural field is generated by a friend at the target destination?
Are there any jump capable ships in Eve that don't need a friend to help. Whilst I understand that EVe is a multiplayer game the jump requirements seem to depend on having another player available & with the right skills-which might be er....inconvenient & the guy setting the Cyano field at the target destination is vulnerable. I suppose he could always set the field then jump to the next location?
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Karox Lominax
Caldari Rising Sun Inc.
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Posted - 2008.08.29 11:52:00 -
[8]
i believe the only place that doesn't need a remote cyno generated (by a second ship) is to use fixed point to point jump gates from a POS to POS in alliance soverignty space. All other cases need a second ship to open the warp in point.
I've not set a cyno before, but I also believe that the action of igniting the cyno field means the ship that creates the field can't move for 10 minutes too, so in some cases, it can mean death for the cyno pilot. Don't take my word for that though, there may be some people who know more than me.
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Keitaro Baka
Babylon Scientific and Industrial Enterprises Babylon Project
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Posted - 2008.08.29 12:27:00 -
[9]
Originally by: Pteranodon Can you clarify a very important point. Am I right in that the Sin cant jump unless a Cynosural field is generated by a friend at the target destination?
Are there any jump capable ships in Eve that don't need a friend to help. Whilst I understand that EVe is a multiplayer game the jump requirements seem to depend on having another player available & with the right skills-which might be er....inconvenient & the guy setting the Cyano field at the target destination is vulnerable. I suppose he could always set the field then jump to the next location?
Almost right: friend --> gangmember, same as all the normal cyno jumps. Basically every ship in eve can use jumpbridges; they are a pos based modules where you need two posses within jump range from eachother, jump bridge modules at either end, enough fuel either in cargo or the modules. Also there are cyno generator POS modules, if you are in a jump capable ship, and the cyno generator is in range and it allows access by you and it and you have the fuel, you can jump to those without the aid of anyone else.. but the POS has to be set up etc etc, there are also sovereignty limits on both of those modules I think.
The good thing about black ops and their jumpage is the ability to use covert cyno stuff, which actually doesn't show up on local overview. The ships that can generate covert cynos tend to have a bonus for cyno-ing in the first place, so won't be held up for 10 minutes. And no, you can't set a cyno and then leave. Or cloak.
As a final tip: the covert jump portal is why you want a black ops, they eat fuel like nothing else, most Sin set ups tend to revolve around an improved cloak, covert jump gen and load of expanded cargohold mods/rigs... Since you can't warp cloaked, it still takes skill to get into position, but the covert recons are useful if fuelconsuming to try it.
All the stuff above does not necessarily reflect my corp, my alliance or even me.. Drone guide.. |

insulubria
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Posted - 2008.08.29 15:41:00 -
[10]
The Base time for a covert cyno is 60seconds.. Traditional Cynos are 600 seconds..
The -50% cyno duration on forcerecons(the ones that warp cloaked) works on the covert Cyno.. ammounting to a 30 second covcyno.
Your realistic jump range will be 4YL since you need your jump calibration skill to lvl 4 before you can train black ops.
I also agree that the black op battleships are way to vulnerable because they cant warp cloaked atm.
I dont see what any prospect whiners have to go off of if they could warp cloaked, they still cant cloak when you lock them and cant get away when your scram them so... they still cost 500+ mill when they die..
Also, anyone know if a black ops can jump to a cyno array?
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Mephistophilis
Domination.
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Posted - 2008.08.29 15:50:00 -
[11]
So does anyone actually use these things then? I simply can't think of a single use for it. In terms of cost i can think of lots of other 1/2 bill isk ships i'd rather fly tbh.
Ok so you jump your Black opps, recons and s/b's into some hostile 0.0 system. A decent enough gang to do anything usefull is surly going to cost a small fortune, so worth the risk?
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Aleus Stygian
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Posted - 2008.08.29 17:12:00 -
[12]
Originally by: Mephistophilis So does anyone actually use these things then? I simply can't think of a single use for it. In terms of cost i can think of lots of other 1/2 bill isk ships i'd rather fly tbh.
Sin? Nah, not really. Haven't seen many. Then again, stat/purpose wise, it would appear that the Widow is the most powerful/useful Black Ops, followed by the Redeemer. The Sin is a third, I guess, with the poor Panther in last place. Oh, sadness.
Come on. T2 Battleships are crap for anything but missions, mostly. What's the deal? It's always been like that. There's no need to fix it. It's an intended game mechanic! Like nanoing, MWDs and POS-bowling!
Wait...
/jerk mode turn off
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2008.08.29 20:11:00 -
[13]
A Black Ops Battleship can jump to a normal Cynosural field, be it generated by a player or a POS, in addition to the Covert Cynosural field. Broadcasting your location on the overview for all to see for 5 minutes or more isn't exactly very stealthy, but if you're moving about in friendly territory it shouldn't be an issue.
And no, there is no way to jump a jump-capable ship without someone or something at the destination providing you a Cyno field. If you want to play solo in a jump-capbale ship, you'll need to get a second account and train up a cyno alt. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
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