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#61 Galenwade

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Posted 26 July 2012 - 01:49 AM

Bookmark - Recon - Scout Frigate

I like using a full on speed fit Vigil for making bookmarks, recon and scouting.

Here is one of the fits I use - the 125's and warrior is mainly for drones.

[Vigil, Vig Scout]
Overdrive Injector System II
Warp Core Stabilizer II
Warp Core Stabilizer II

Experimental 1MN Afterburner I
Limited 1MN MicroWarpdrive I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script

125mm Gatling AutoCannon II, EMP S
125mm Gatling AutoCannon II, EMP S
Prototype Cloaking Device I

Small Auxiliary Thrusters I
Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I

Warrior II x1



Do you find the Warp stabs are worth it ? because lets face it if someone coughs the vigil dies let alone actually tries to point it :D
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#62 Cameron Zero

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Posted 26 July 2012 - 06:35 AM

A common misconception in Eve Online is that, after jumping through a gate, if you're pointing at a celestial object, you'll warp to it faster than if you warp to something your ship isn't pointing at.

This is untrue.

As far as the game is concerned, at speed zero, your ship is a sphere with no direction. At speed zero, you can accelerate to warp speed in ANY direction in the same amount of time. I've tested this on a gate, warping to a celestial my ship appeared to be pointing at, as well as one that was off on a tangent, and one that was "behind" me. In every case, I entered warp in the same amount of time.
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#63 Mourning Souls

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Posted 26 July 2012 - 08:50 AM

Thank you for that, it'll save me from zooming back into the game and figuring out which direction I'm pointing.
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#64 Maqar

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Posted 26 July 2012 - 10:44 AM

A common misconception in Eve Online is that, after jumping through a gate, if you're pointing at a celestial object, you'll warp to it faster than if you warp to something your ship isn't pointing at.

This is untrue.

As far as the game is concerned, at speed zero, your ship is a sphere with no direction. At speed zero, you can accelerate to warp speed in ANY direction in the same amount of time. I've tested this on a gate, warping to a celestial my ship appeared to be pointing at, as well as one that was off on a tangent, and one that was "behind" me. In every case, I entered warp in the same amount of time.


So the only reason why instant undocks work, even in a freighter, is because the station spits you out at speed? I have read that earlier but wasn't sure if it's true. This calls for some serious empiric research :)

EDIT: First tests indicate it's true. Align time when I started from 0 speed was somewhere between 49-51 sec, which is relatively close to pyfa, which says my align time should be 47.7 sec. And it surely sucks to do these tests in a providence, but it is much easier to take the time than trying it in an inty e.g. :-)
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#65 Kelsar Hemah

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Posted 26 July 2012 - 11:36 AM

T2 guns vs Meta 4:
While meta 4 guns have the same stats as T2 they don't do as much damage. This is because the skill specialization for the specific gun only works with t2 guns, which gives your t2 guns a 2-10% damage increase on the Meta 4 guns.
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#66 Hojou

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Posted 26 July 2012 - 12:11 PM

Tackle Order

When you are tackling someone, you should make sure you don't web them before your point lands. If they have started spamming warp, and you web them, their current speed will suddenly become their max speed, and they will instantly enter warp because of your web.

Usually if you have both modules hot, they will land simultaneously when you lock -- but on those occasions when you are activating mods on targets you already have locked, make sure you point them before you web them.
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#67 Llewelyn Fawr

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Posted 26 July 2012 - 12:54 PM

The longer this thread gets, the more I realise how much I don't know!


Sent by carrier pigeon.
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#68 Talon White

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Posted 26 July 2012 - 01:31 PM

Speed and Alignment tricks

Your required speed to actually align/enter warp is always 75% of your current max velocity.

Being webbed can sometimes help you get into warp faster, since it lowers your max velocity -- if you're piloting a freighter you can speed travel up by bringing a friend (fleeted, so they don't get CONCORDed :) ) along to web you.

This is also why tacklers ought to 'point' then 'web'.

Using a propulsion module (usually a MWD) can reduce your align time if it is normally more than the cycle time of the propulsion module (this can be the case, for example, with an MWD on the Orca). By pulsing the module once, the aim is to get past your normal align speed, even though your align speed with the module active is much higher. Once the cycle ends, your max speed (and the required align speed) will drop back down to normal and you should warp soon after.

In short - after a gate jump - hit 'warp', activate and then immediately de-activate your prop mod (to ensure it completes one cycle only) and you ought to enter warp faster. You'll see your speed jump up once the prop mod's completed it's cycle.

Using the above trick, I can get my Orca into warp 12 seconds faster than simply hitting 'warp' - and this with an AB.

Note (1): The above does not appear to be true after an undock, for some reason. I assume this is because you are ejected at 75% of your based speed anyway?

Note (2): MWD's also in inrease your mass/signature radius but, once it's completed one full cycle, it drops back to normal, thus aiding the warp.

When you combine MWD use with a protoype/covops cloak, then you can use the MWD+cloak trick to align while cloaked, providing much better security in some situations.
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#69 Delucian

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Posted 26 July 2012 - 01:55 PM

Do you find the Warp stabs are worth it ? because lets face it if someone coughs the vigil dies let alone actually tries to point it :D


Actually, I used that one moving through 0.0 - and TBH around RvB land nanofibers work better, you align faster move faster. Its not meant to do anything but move stupidly fast.
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#70 Cameron Zero

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Posted 26 July 2012 - 05:10 PM

So the only reason why instant undocks work, even in a freighter, is because the station spits you out at speed? I have read that earlier but wasn't sure if it's true. This calls for some serious empiric research :)


Correct.
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#71 Galenwade

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Posted 26 July 2012 - 09:39 PM

Actually, I used that one moving through 0.0 - and TBH around RvB land nanofibers work better, you align faster move faster. Its not meant to do anything but move stupidly fast.



can we get this thread pinned ?
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#72 Frank Bean

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Posted 26 July 2012 - 09:57 PM

OVERHEATING

pre-heat: you can overheat modules when they are not active to get the heat bonus on the activation cycle.

you can maximize heat by optimizing your slot layout. ie: top rack of gun, gun, nos (or empty slot), gun, gun will make the heat distribution better provided you don't also heat the nos.

most frig fights end before you can burn out your guns...so overheat them bitches!

rumour: I've heard that you take less heat from turning a module off rather than just turning off heat, cause apparently the heat spreads on the cycle after heat is turned off as well...dunno about this one, but i do it anyway, just in case.
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#73 Delucian

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Posted 27 July 2012 - 12:57 PM

I can confirm that you do take some residual heat damage after a module is turned off - thus, it is important to keep an eye on the red overheat bar and if you are 3/4 heat damage its a good idea to stop your OH.

At 75-80% heat damage, if I turn off the OH, I will end up with 90+% total heat damage to that mod. So 5-10% residual heat damage seems to be the norm.
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#74 Triton King

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Posted 29 July 2012 - 01:58 AM

The Mail system has a char counter on the right side of the mail itself....found this out yesterday...I bet you learned something new and usefull now :P
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#75 Kallipso Kahn

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Posted 29 July 2012 - 03:39 AM

If you warp off with your drones still in space you can warp back, right click on your ship, and select "Reconnect to lost drones". Until I found this I always had to scoop drones into drone bay, which takes much longer.
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#76 Hojou

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Posted 29 July 2012 - 10:53 AM

Actually, I used that one moving through 0.0 - and TBH around RvB land nanofibers work better, you align faster move faster. Its not meant to do anything but move stupidly fast.


Keep in mind, gallente ships have alot of hull HPs. Using nano's on small gallente ships will gimp a significant part of your EHP.
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#77 Mourning Souls

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Posted 29 July 2012 - 08:57 PM

"You can (cargo) scan the overseers in plexes to see what they're going to drop. If the drop is bad, wait until after downtime and the loot changes."


http://eve.battlecli...081682#comments


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#78 Mangala Solaris

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Posted 29 July 2012 - 08:59 PM

The Mail system has a char counter on the right side of the mail itself....found this out yesterday...I bet you learned something new and usefull now :P


Well thanks. I just learned a new thing.

Cheers mate.
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#79 Tim Pest

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Posted 30 July 2012 - 01:02 AM

TIL the word mate is derogatory and homophobic. That NC. is retarded.

I guess I didn't learn anything new...
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#80 ringusworm

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Posted 30 July 2012 - 11:29 AM

would be handy for someone to screen shot the fleet chat buttons, showing how to talk in fleet if "auto join fleet chat" is not activated.
Posted Image
this is basic, im sure someone could do a better job, but you get the jist, a few new players struggle for a time, know what i mean m8
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