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What happens when you lose Cyber V w/ Implants

Author
1-Up Mushroom
Doomheim
#1 - 2011-10-03 23:01:31 UTC
Lets say you have 4 +5's in your skull. What happens when you forget to update your clone and lose Cyber V?
5 Days In A Week... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Hemispheres On The Earth... ONLY 1-UP MUSHROOM!!!
Bienator II
madmen of the skies
#2 - 2011-10-03 23:03:51 UTC
you die in real life

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

non judgement
Without Fear
Flying Burning Ships Alliance
#3 - 2011-10-03 23:05:02 UTC  |  Edited by: non judgement
Well when you die you lose the implants.

So I guess you'll have to train to lvl5 again to get those implants back.
If you had a jump clone somewhere else that had those implants, I'm sure it would still have them. It would probably only stop you from plugging new ones in.
Renan Ruivo
Forcas armadas
Brave Collective
#4 - 2011-10-04 00:09:09 UTC
Same thing that happens if you have a Chimera and lose Caldari Battleship V.

Nothing.

The world is a community of idiots doing a series of things until it explodes and we all die.

1-Up Mushroom
Doomheim
#5 - 2011-10-04 00:11:55 UTC
lol facepalm, totally forgot that you lose the implants in general OopsCry
5 Days In A Week... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Hemispheres On The Earth... ONLY 1-UP MUSHROOM!!!
Gregor Palter
#6 - 2011-10-04 00:13:44 UTC
1-Up Mushroom wrote:
Lets say you have 4 +5's in your skull. What happens when you forget to update your clone and lose Cyber V?


To lose SP means you got podded and if you get podded you lose your implants, making the whole question rather useless. The answer is; you lose cyb 5 and your implants, and you can't use implants requiring cyb 5 till you trained it up again.

Excuses are the refuge of the weak.

Renan Ruivo
Forcas armadas
Brave Collective
#7 - 2011-10-04 00:13:58 UTC  |  Edited by: Renan Ruivo
1-Up Mushroom wrote:
lol facepalm, totally forgot that you lose the implants in general OopsCry


Not if you get podded on a implant-less jumpclone, lose Cyber V then hop back to your implanted clone.


Same thing happens with rigs for instance. If you don't have the rigging skills for the rig that you want, you can contract the ship to someone who has the skills, let them rig it for you then use the rigged ship without the necessary skills just as if you had them.

The world is a community of idiots doing a series of things until it explodes and we all die.

KaarBaak
Squirrel Team
#8 - 2011-10-04 00:38:42 UTC
Renan Ruivo wrote:
1-Up Mushroom wrote:
lol facepalm, totally forgot that you lose the implants in general OopsCry


Not if you get podded on a implant-less jumpclone, lose Cyber V then hop back to your implanted clone.


Same thing happens with rigs for instance. If you don't have the rigging skills for the rig that you want, you can contract the ship to someone who has the skills, let them rig it for you then use the rigged ship without the necessary skills just as if you had them.


But in that case, you can fly the ship but do not get the benefit of the rigs, no? So does that mean you can jump into the clone, but not the benefit of the implants?

Dum Spiro Spero

Renan Ruivo
Forcas armadas
Brave Collective
#9 - 2011-10-04 00:40:51 UTC
KaarBaak wrote:
Renan Ruivo wrote:
1-Up Mushroom wrote:
lol facepalm, totally forgot that you lose the implants in general OopsCry


Not if you get podded on a implant-less jumpclone, lose Cyber V then hop back to your implanted clone.


Same thing happens with rigs for instance. If you don't have the rigging skills for the rig that you want, you can contract the ship to someone who has the skills, let them rig it for you then use the rigged ship without the necessary skills just as if you had them.


But in that case, you can fly the ship but do not get the benefit of the rigs, no? So does that mean you can jump into the clone, but not the benefit of the implants?




No for both assumptions. You reap the benefits in both scenarios.

The world is a community of idiots doing a series of things until it explodes and we all die.

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#10 - 2011-10-04 01:21:44 UTC
You, you get the benefits of the rigs, but the drawbacks would be even worse than it was for lvl1 rig skills

BUT if it's a rig without drawbacks, PROFIT
David Grogan
University of Caille
Gallente Federation
#11 - 2011-10-04 02:04:17 UTC
1-Up Mushroom wrote:
lol facepalm, totally forgot that you lose the implants in general OopsCry



not necessarily

what if u have +5 implants in one clone but u die in another jumpclone without updating your clone and lose cybernetics 5...can u still jumpclone into the clone with the +5 implants still in it?

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Renan Ruivo
Forcas armadas
Brave Collective
#12 - 2011-10-04 02:28:28 UTC
David Grogan wrote:
1-Up Mushroom wrote:
lol facepalm, totally forgot that you lose the implants in general OopsCry



not necessarily

what if u have +5 implants in one clone but u die in another jumpclone without updating your clone and lose cybernetics 5...can u still jumpclone into the clone with the +5 implants still in it?


Read a few posts above =)

The world is a community of idiots doing a series of things until it explodes and we all die.

Soldarius
Dreddit
Test Alliance Please Ignore
#13 - 2011-10-04 02:35:22 UTC
I think the comparison to the rigging skills and rigs is an apt one. The skill is for plugging in the implants. Once they're there, they're there. I would guess that if you jump into the clone with the +5s, you would still gain the benefit.

Unlike rigs, though, you cannot give your clone to someone for the purposes of plugging in implants.

About rigs, the drawbacks are based on the skills of the person who put them in at the time. Once installed, the bonuses and drawbacks of rigs are fixed. Training up you rigging skills will not reduce the drawbacks of already installed rigs. Only new ones.

http://youtu.be/YVkUvmDQ3HY

Grey Stormshadow
Sebiestor Tribe
Minmatar Republic
#14 - 2011-10-04 03:11:04 UTC
Who wants to undock - it is too risky and spinning is back soon

Get classic forum style - custom videos to captains quarters screen

Play with the best - die like the rest

non judgement
Without Fear
Flying Burning Ships Alliance
#15 - 2011-10-04 03:19:50 UTC  |  Edited by: non judgement
Soldarius wrote:
I think the comparison to the rigging skills and rigs is an apt one. The skill is for plugging in the implants. Once they're there, they're there. I would guess that if you jump into the clone with the +5s, you would still gain the benefit.

Unlike rigs, though, you cannot give your clone to someone for the purposes of plugging in implants.

About rigs, the drawbacks are based on the skills of the person who put them in at the time. Once installed, the bonuses and drawbacks of rigs are fixed. Training up you rigging skills will not reduce the drawbacks of already installed rigs. Only new ones.

Why wouldn't training rigging skills reduce the drawback of already installed rigs?
You mean to say that CCP has put a variable on each ship to remember the skill of the person who installed the rigs?
That sounds silly.
Like everything else that you install on a ship it looks at your skill before showing the change in ship attributes.. like when you have expanded cargo module on a ship it doesn't show the right size of the cargohold unless you're in it.