Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Dravarol
|
Posted - 2007.01.15 14:09:00 -
[1]
Hey all i am thinking of getting a capital ship, the dread. 1) I was wondering how does the capital ship "find" the field that would of been set up by another player in advance. Does it just jump when i undock or do i have to just press auto pilot?
2)Also i worked out that the dread can in one jump do 316,000AU (approx). How do i work out how far the dread will jump before it has to stop to be refueled? Also if the dread does stop will it stop in the middle of nowhere OR slap bang in the middle of a hostile active system
3)Also does Map change? like does it say "here is where you'll run out of fuel" kinda thing.
4) Also the first jump i will make will be about 13 gate jumps, so working out that one system is approx 1,000AU this means the trip will be 13,000AU and well within fuel range is this correct assumption?
5) I have found out from another capital pilot that capitals can warp like normal in the same system is this fully correct?
Anyone who can help with the above questions and anything else you think would be useful to a noob capital pilot would be great thanks
|
madaluap
Gallente Mercenary Forces Exquisite Malevolence
|
Posted - 2007.01.15 14:20:00 -
[2]
Edited by: madaluap on 15/01/2007 14:18:17 It uses lightyears not jumps.
you can easily make 13 "jumps" for 1 lightyear or sometimes make 1 jump that takes 1 lightyear+
Look @ the map and you can see all the lines and distances between the different solarsystems. When you jumpdrive your "target" shows up and you simply jumpdrive to it.
_________________________________________________ Breetime
|
|
Ivan Kirilenkov
Forum Moderator Interstellar Services Department
|
Posted - 2007.01.15 14:21:00 -
[3]
1) The person who sets up the cyno field (which is how capital ships move between systems) must be in your gang, PRIOR to opening the field. The field itself is opened by activating the cyno field generator module. You jump by right-clicking the gangmember with the cyno and selecting "jump to". Stress "must be in gang PRIOR to opening field" :)
2) Using the ICSC Jump Planner Toolis one of the best ways to figure how long your Dread is able to warp. It's basically down to the skills you have, and how big the systems you are crossing are. The planner will also tell you how much fuel you'll use.
3) It does not say "you can jump this far" or "you will run out of fuel here" - you'll have to work that out for yourself.
4) Using the planner and the map itself (checking for activity etc.) is the best and most accurate way of doing this. Fuel range will depend on how much fuel you have and your skills. All this is covered by the planner, which let's you select you skills.
5) They can warp normal within the same system yes, as warping and jumping is two different things. Dreads and Carriers can also dock, whereas Motherhips and Titans cannot.
Hope this clears up things a bit :)
eve-crc.net | forum rules |
|
Violet Flame
|
Posted - 2007.01.15 14:22:00 -
[4]
check out http://www.hygelac.org/eve/guides/carriersfaq.pdf
It may say carrier in some parts but it has all the info you need
|
Dravarol
|
Posted - 2007.01.15 14:24:00 -
[5]
Thanks for the info every one Helped a lot thanks
|
Noriath
|
Posted - 2007.01.15 14:29:00 -
[6]
You have to be in a gang with the player that makes the cynofield, then you can select "jump to member" from the list of gang options.
You can't jump at all if you don't have enough fuel to complete the jump, it won't stop in any systems you didn't plan on going. You can carry as much fuel as your cargohold allows, usually you'll have enough for 2-3 jumps.
The map will display a sphere indicating your maximum jump range.
The jumping is not measured by how far it is from one gate to the next, but by how far the systems are acctually apart. If you are making a jump in a tight starcluster to a system that is very close on the map you can bypass a dozen gates in a single jump with little effort, if you are trying to jump to a system at the other end of the galaxy that would be easy to reach through a highway gate you might have to make several jumps and burn massive amounts of fuel. Gates don't matter at all to capital ships.
Capitals behave exactly like normal ships inside of systems, except everything takes a lot longer since they are so slow.
Lastly, don't get a dread. It's a siege ship designed for stabase combat and really won't do you any good. It's cumbersome to move, it needs a network of POS and a massive support fleet to not just crash and burn as soon as someone decides to hunt it, it can't do missions or complexes and it can't fly into systems with a .5 or higher secrating... Basicly unless you're part of an alliance that can organize capital ship PvP and has some experience doing that having a dreadnaught is¦not really worth it. Even inside of major PvP alliances there is no such thing a full time dread pilot, because those ships just don't work for day to day operations.
|
Nicocat
Caldari New Age Solutions
|
Posted - 2007.01.15 17:38:00 -
[7]
Originally by: Noriath You have to be in a gang with the player that makes the cynofield, then you can select "jump to member" from the list of gang options.
You can't jump at all if you don't have enough fuel to complete the jump, it won't stop in any systems you didn't plan on going. You can carry as much fuel as your cargohold allows, usually you'll have enough for 2-3 jumps.
The map will display a sphere indicating your maximum jump range.
The jumping is not measured by how far it is from one gate to the next, but by how far the systems are acctually apart. If you are making a jump in a tight starcluster to a system that is very close on the map you can bypass a dozen gates in a single jump with little effort, if you are trying to jump to a system at the other end of the galaxy that would be easy to reach through a highway gate you might have to make several jumps and burn massive amounts of fuel. Gates don't matter at all to capital ships.
Capitals behave exactly like normal ships inside of systems, except everything takes a lot longer since they are so slow.
Lastly, don't get a dread. It's a siege ship designed for stabase combat and really won't do you any good. It's cumbersome to move, it needs a network of POS and a massive support fleet to not just crash and burn as soon as someone decides to hunt it, it can't do missions or complexes and it can't fly into systems with a .5 or higher secrating... Basicly unless you're part of an alliance that can organize capital ship PvP and has some experience doing that having a dreadnaught is¦not really worth it. Even inside of major PvP alliances there is no such thing a full time dread pilot, because those ships just don't work for day to day operations.
Except the Moros, which is a man-portable asswhoopin' instead of a POS sieger ;) ----------------------------
Originally by: Splagada SEED ME DADDY
WTB: Friggin' portrait |
xHalcyonx
Amarr EmpiresMod
|
Posted - 2007.01.15 17:44:00 -
[8]
Originally by: Dravarol
2)Also i worked out that the dread can in one jump do 316,000AU (approx). How do i work out how far the dread will jump before it has to stop to be refueled? Also if the dread does stop will it stop in the middle of nowhere OR slap bang in the middle of a hostile active system
Did you factor in Jump Drive Calibration to at least 4?
At Jump Drive Caliration 4, it will extend your jump range from 5 lightyears to 10 lightyears. Jump Drive Calibration is a MUST if you are serious about capital ships.
|
Chronus26
Gallente Vale Heavy Industries SMASH Alliance
|
Posted - 2007.01.15 17:59:00 -
[9]
If your wondering where the command to jump to your cyno target is, have a look here
You need to gang up with the cyno character BEFORE they activate the generator, or it won't show up. -----
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |