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Albercheck
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Posted - 2010.05.03 02:20:00 -
[1]
Was engaged in a fight with my scorpion. DPS was coming in too hot, so I jammed all of the ships around me and tried to escape. However, even though they were jammed, I was still scrambled. I'm guessing that the effect has to "wear off"? Or am I just crazy?
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Induc
Amarr
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Posted - 2010.05.03 02:36:00 -
[2]
Yes, you're probably just crazy.
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lookatzebirdie
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Posted - 2010.05.03 04:25:00 -
[3]
Originally by: Albercheck Was engaged in a fight with my scorpion. DPS was coming in too hot, so I jammed all of the ships around me and tried to escape. However, even though they were jammed, I was still scrambled. I'm guessing that the effect has to "wear off"? Or am I just crazy?
Just because u activated a jammer on each ship, doesn't mean they were jammed. ECM is chance based, if you were still scrambled then somebody was not jammed. It's not a 100% get out of jail free card. _____________________________________________ fsuicgks (this is not gibberish, it is deeply profound
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Bad Messenger
Space Perverts and Forum Warriors United
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Posted - 2010.05.03 06:53:00 -
[4]
I've heard same kind of stories a lot during last days so there may be some bug going on?
Lot of other weird issues too lately.
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Fat Buddah
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Posted - 2010.05.04 07:04:00 -
[5]
how the hell did you get your scorpion into scram range?
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Villa Wolfsbane
Amarr IT Alliance
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Posted - 2010.05.04 08:23:00 -
[6]
There is also the small point that once you jam a ship, their effects on you do not expire till the cycle time on the modules expires.
Granted this is generally a pretty short timespan - generally on the order of 10 seconds, but it can be significant.
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hotty72
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Posted - 2010.05.05 12:31:00 -
[7]
Might have been a rat there pointing you too.
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D3rg3
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Posted - 2010.05.05 14:14:00 -
[8]
Originally by: Fat Buddah how the hell did you get your scorpion into scram range?
Hi Fat Buddah,
welcome to eve. today we learn about something called a "STARGATE".
stargates are used to jump from one solar system to the other
while jumping through these stargates, you will find that quite a lot of other people have the same idea and will be jumping through with you
you could, if you wanted, call these your jump buddies
however, some of these jump buddies are not so nice and will try to take your spaceship away from you in the form of a wreck and loot
that is today's lesson in how a scorpion can be in range of a tackle ship
join us tomorrow where we will cover useful vs useless forum replies
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Cearain
Caldari The IMPERIUM of LaZy NATION
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Posted - 2010.05.06 17:45:00 -
[9]
Originally by: Villa Wolfsbane There is also the small point that once you jam a ship, their effects on you do not expire till the cycle time on the modules expires.
Granted this is generally a pretty short timespan - generally on the order of 10 seconds, but it can be significant.
Are you sure about this? I thought the scrams drop immediately.
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ChickenOfDoom
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Posted - 2010.05.06 19:31:00 -
[10]
Originally by: Cearain
Originally by: Villa Wolfsbane There is also the small point that once you jam a ship, their effects on you do not expire till the cycle time on the modules expires.
Granted this is generally a pretty short timespan - generally on the order of 10 seconds, but it can be significant.
Are you sure about this? I thought the scrams drop immediately.
I haven't tested it with ECM but I know it drops immediately with neuts so I'd assume it would.
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King Rothgar
Amarrian Retribution
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Posted - 2010.05.06 20:04:00 -
[11]
You misunderstand cycle times I think. Scramblers, webs, tracking disruptors, sensor damps and ECM have a finite cycle time. Jamming a ship which has one of these mid cycle will not deactivate the module, it will only prevent them from starting another cycle until they relock you. Energy neuts/NOS are applied instantly at activation and are followed by a cool down timer. This is why jamming ships with those instantly turns them off. Their effect already took place and you are preventing them from hitting you again, same deal as guns basically.
Also, ECM is chance based as said. In regards to an ECM ship getting into disruptor range, I'm not going to fault you on that. You can't jam everyone and a prepared foe will have ships capable of sneaking onto or rushing an ECM ship.
Thus far you shall read, but no further; for this is my sig. |
Realityfirst
Minmatar Resurrection Gentlemen's Club
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Posted - 2010.05.06 21:02:00 -
[12]
Originally by: D3rg3
Originally by: Fat Buddah how the hell did you get your scorpion into scram range?
Hi Fat Buddah,
welcome to eve. today we learn about something called a "STARGATE".
stargates are used to jump from one solar system to the other
while jumping through these stargates, you will find that quite a lot of other people have the same idea and will be jumping through with you
you could, if you wanted, call these your jump buddies
however, some of these jump buddies are not so nice and will try to take your spaceship away from you in the form of a wreck and loot
that is today's lesson in how a scorpion can be in range of a tackle ship
join us tomorrow where we will cover useful vs useless forum replies
LMAO
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Killiades
Caldari Macabre Votum Morsus Mihi
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Posted - 2010.05.07 03:46:00 -
[13]
Originally by: D3rg3
Originally by: Fat Buddah how the hell did you get your scorpion into scram range?
Hi Fat Buddah,
welcome to eve. today we learn about something called a "STARGATE".
stargates are used to jump from one solar system to the other
while jumping through these stargates, you will find that quite a lot of other people have the same idea and will be jumping through with you
you could, if you wanted, call these your jump buddies
however, some of these jump buddies are not so nice and will try to take your spaceship away from you in the form of a wreck and loot
that is today's lesson in how a scorpion can be in range of a tackle ship
join us tomorrow where we will cover useful vs useless forum replies
Dear condescending replier,
Today you learn the hard way about failing to understand aggression timers on 'jumpgates' and susequent results in failing to understand said mechanics...
In short? You failed hard when you aggressed a numerically superior enemy fleet on a gate when you could have jumped thru and got away...
Thank you for attending this class, may your pvp experience be forever blessed with the understanding of the 'burn back to the gate jump the **** out the system' tactic, adopted by many non braindead pilots in eve.
See what i did there?
Offendo sicco procul qui peto praelior vobis per ferocia of mille proeliator , illi mos non tribuo vos subterlabor |
Lithia Tsanov
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Posted - 2010.05.07 16:55:00 -
[14]
Good morning,
BugID 92552
When you jam a target, and have a visual indication of a jam (countdown timer below target avatar), the target may not be jammed.
CCP does not log a successful jam, only the module activation, so reimbursements for ships lost to this bug are not feasible.
I fly a full time falcon alt and have submitted multiple screen shots demonstrating the issue. I don't know whether this is being ignored, or actively worked on by CCP, but have not received any feedback despite making multiple updates to my submission. What is an OTAL? |
Nomad Storm
The Wandering Path
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Posted - 2010.05.07 19:08:00 -
[15]
Originally by: Lithia Tsanov I don't know whether this is being ignored, or actively worked on by CCP, but have not received any feedback despite making multiple updates to my submission.
Dont count on anything, this happened to me over three years ago and it took multiple responses before they said it was a bug. Apparently it hasnt been fixed either.
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ChickenOfDoom
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Posted - 2010.05.08 16:35:00 -
[16]
Originally by: King Rothgar You misunderstand cycle times I think. Scramblers, webs, tracking disruptors, sensor damps and ECM have a finite cycle time. Jamming a ship which has one of these mid cycle will not deactivate the module, it will only prevent them from starting another cycle until they relock you. Energy neuts/NOS are applied instantly at activation and are followed by a cool down timer. This is why jamming ships with those instantly turns them off. Their effect already took place and you are preventing them from hitting you again, same deal as guns basically.
Also, ECM is chance based as said. In regards to an ECM ship getting into disruptor range, I'm not going to fault you on that. You can't jam everyone and a prepared foe will have ships capable of sneaking onto or rushing an ECM ship.
I actually meant that when you're being scrambled by a smaller ship and you turn a few heavy nos on them, for whatever reason, you can warp immediately. Cycle time doesn't seem to matter.
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Ospie
Core Impulse
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Posted - 2010.05.09 06:43:00 -
[17]
Originally by: ChickenOfDoom
Originally by: King Rothgar You misunderstand cycle times I think. Scramblers, webs, tracking disruptors, sensor damps and ECM have a finite cycle time. Jamming a ship which has one of these mid cycle will not deactivate the module, it will only prevent them from starting another cycle until they relock you. Energy neuts/NOS are applied instantly at activation and are followed by a cool down timer. This is why jamming ships with those instantly turns them off. Their effect already took place and you are preventing them from hitting you again, same deal as guns basically.
Also, ECM is chance based as said. In regards to an ECM ship getting into disruptor range, I'm not going to fault you on that. You can't jam everyone and a prepared foe will have ships capable of sneaking onto or rushing an ECM ship.
I actually meant that when you're being scrambled by a smaller ship and you turn a few heavy nos on them, for whatever reason, you can warp immediately. Cycle time doesn't seem to matter.
In my experience a neut won't disable a module that's already running even if there's no cap to start a new cycle (I've had a good number of times in frigs tackling other ships which will 1 cycle neut my entire cap, but still kept point on 100% of time).
Way to test this: Slap a point on a BS with a frig, hit it with a heavy neut, its point will stay on you.
As far as the OP goes, I'm afraid I can't help you there :/
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BuRniZZ
Caldari The Warped Corpe The Volition Cult
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Posted - 2010.05.10 23:55:00 -
[18]
Since I've been known to be very absentminded I'm just gonna ask. Were you in 0.0 and in a bubble?
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Marko Riva
Adamant Inc.
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Posted - 2010.05.11 00:34:00 -
[19]
Originally by: King Rothgar You misunderstand cycle times I think. Scramblers, webs, tracking disruptors, sensor damps and ECM have a finite cycle time. Jamming a ship which has one of these mid cycle will not deactivate the module, it will only prevent them from starting another cycle until they relock you. Energy neuts/NOS are applied instantly at activation and are followed by a cool down timer. This is why jamming ships with those instantly turns them off. Their effect already took place and you are preventing them from hitting you again, same deal as guns basically.
Also, ECM is chance based as said. In regards to an ECM ship getting into disruptor range, I'm not going to fault you on that. You can't jam everyone and a prepared foe will have ships capable of sneaking onto or rushing an ECM ship.
Bolded parts confirmed and emphasized.
----------- I think, therefore I'm single. Want to learn combat/PVP? Alliance creation service |
Hirana Yoshida
Behavioral Affront
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Posted - 2010.05.11 18:00:00 -
[20]
Edited by: Hirana Yoshida on 11/05/2010 18:00:17
Originally by: Marko Riva Bolded parts confirmed and emphasized.
Having been hit by my fair share of ECM, both targeted, burst and drone based I can confirm that any module you may have on a target loses effect until such time that lock is reacquired and module manually reactivated .. it is the very foundation of the ECM Burst ***gotry being done by Cynabal's!
So basically the exact opposite of that quote ..
As for neuting tackle off, module remains active until it hits a cycle where insufficient capacitor is available for activation .. the reason for staggering neutralizers.
PS: Note, the overview is bugged to high heaven and with the upwards of 4-5s delay on refreshes it sometimes shows no module even if there is one active.
@OP: Sounds like you missed a target in that jamming spree
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Joe Censored
Unknown-Entity Black Star Alliance
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Posted - 2010.05.11 23:07:00 -
[21]
Originally by: King Rothgar You misunderstand cycle times I think. Scramblers, webs, tracking disruptors, sensor damps and ECM have a finite cycle time. Jamming a ship which has one of these mid cycle will not deactivate the module, it will only prevent them from starting another cycle until they relock you. Energy neuts/NOS are applied instantly at activation and are followed by a cool down timer. This is why jamming ships with those instantly turns them off. Their effect already took place and you are preventing them from hitting you again, same deal as guns basically.
Also, ECM is chance based as said. In regards to an ECM ship getting into disruptor range, I'm not going to fault you on that. You can't jam everyone and a prepared foe will have ships capable of sneaking onto or rushing an ECM ship.
This is exactly how it works
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GavinGoodrich
Destry's Lounge Important Internet Spaceship League
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Posted - 2010.05.11 23:33:00 -
[22]
Not only does the cycle need to finish before it's actually "off" your ship, but your overview updates every few seconds. If you're holding CTRL, it updates differently (I know things stay where they are in terms of up or down on the page while holding CTRL)
Therefore, You have as many as 12-13 seconds after the initial jam lands, and your overview tells you you're not pointed.
Naturally, once the cycle's done, and nothing else is holding you...you can warp out regardless of what your overview tells you. \o |
Beltantis Torrence
Groovy Guns
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Posted - 2010.05.13 12:23:00 -
[23]
Originally by: Villa Wolfsbane There is also the small point that once you jam a ship, their effects on you do not expire till the cycle time on the modules expires.
Granted this is generally a pretty short timespan - generally on the order of 10 seconds, but it can be significant.
Flying many an ECM boat and jamming out tacklers I can say with no doubt in my mind this is false. If you're aligned out, jam & warp its instant.
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Marko Riva
Adamant Inc.
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Posted - 2010.05.15 02:24:00 -
[24]
Originally by: Beltantis Torrence
Originally by: Villa Wolfsbane There is also the small point that once you jam a ship, their effects on you do not expire till the cycle time on the modules expires.
Granted this is generally a pretty short timespan - generally on the order of 10 seconds, but it can be significant.
Flying many an ECM boat and jamming out tacklers I can say with no doubt in my mind this is false. If you're aligned out, jam & warp its instant.
I tested this several times, just like the old thing where an ECM boat would still complete it's jamming cycle when cloaking up, a point continues it's cycle till the end, even if the ship is jammed during that cycle.
----------- I think, therefore I'm single. Want to learn combat/PVP? Alliance creation service |
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