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EVE New Citizens Q&A

 
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Returning Player Clone Questions

Author
Mirasu Arkaral
Doomheim
#1 - 2016-01-15 12:21:08 UTC
Okay, so I've been back for around a week or so, but the last time I played there were clone levels, certain clones that granted a skill point limit before you had to upgrade when you reached beyond that point.

Example: If I had a clone that saved 5 million skill points and I just went over that value, I'd have to upgrade to the next clone that grants 7.5 million skill points saved upon death.

My questions being;

1 ~ How do I upgrade my clone now?
2 ~ What happened to medical bays?
3 ~ Do we use Jump Clones instead of regular Clones now?

Now if we don't use regular Clones, if or when I die (Get podded) do I keep my skill points without a clone now or do I lose points because I can't find the medical bays that grant clones with skill point limits?

Keep in mind I've not played for a long time for more than a few days (For about a year, possibly more) so I'm not exactly up-to-date on the new mechanics when it comes to clones/cloning. And considering I'd like to do PvP shortly this is something I need to know before I jump in.

Any help regarding upgrading my clone would be greatly appreciated.
Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
#2 - 2016-01-15 12:28:12 UTC
Medical clones are no more. The only way to lose skill points now is by having a Strategic cruiser you are flying get blown up.

The medical bay in stations is now soley used for deciding your respawn point when you get podded.

Jump clones are still the same, with a new skill to reduce the timer between jumps. They don't need standing to create them anymore. Jump clones are basically spare bodies you can place in stations, which you can jump into (subject to a cooldown timer) to either leave expensive implants safe in the station or to travel instantly to a jump clone you have previously left somewhere else.

User of 'Bumblefck's Luscious & Luminous Mustachio Wax'

Mirasu Arkaral
Doomheim
#3 - 2016-01-15 12:31:14 UTC  |  Edited by: Mirasu Arkaral
Archibald Thistlewaite III wrote:
Medical clones are no more. The only way to lose skill points now is by having a Strategic cruiser you are flying get blown up.

The medical bay in stations is now soley used for deciding your respawn point when you get podded.

Jump clones are still the same, with a new skill to reduce the timer between jumps. They don't need standing to create them anymore. Jump clones are basically spare bodies you can place in stations, which you can jump into (subject to a cooldown timer) to either leave expensive implants safe in the station or to travel instantly to a jump clone you have previously left somewhere else.


That's pretty concise, thanks for the reply.

So that being said, I can jump into any ship I'm able to fly, get podded but still keep my SP? And is that right, being in a strategic cruiser I can lose SP? Seems a little risky flying any T3 cruiser now by the sounds of it.

Edit: I've just read on EVElopedia that you'd only lose SP in one of the Subsystem skills required to fly one of the T3 cruisers.
Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
#4 - 2016-01-15 12:38:01 UTC
Mirasu Arkaral wrote:


So that being said, I can jump into any ship I'm able to fly, get podded but still keep my SP? And is that right, being in a strategic cruiser I can lose SP? Seems a little risky flying any T3 cruiser now by the sounds of it.

The skill point loss with the T3 cruisers has always been there. You only lose 1 level of one of the subsystem skill, which is a 1x multiplier skill, so its fairly quick to retrain it.

If you get podded you lose your implants and respawn in the station you set as your home. Its definatley one of the better descisions CCP has made getting rid of clone levels.

User of 'Bumblefck's Luscious & Luminous Mustachio Wax'

Ralph King-Griffin
New Eden Tech Support
#5 - 2016-01-15 12:50:28 UTC  |  Edited by: Ralph King-Griffin
Mirasu Arkaral wrote:
Archibald Thistlewaite III wrote:
Medical clones are no more. The only way to lose skill points now is by having a Strategic cruiser you are flying get blown up.

The medical bay in stations is now soley used for deciding your respawn point when you get podded.

Jump clones are still the same, with a new skill to reduce the timer between jumps. They don't need standing to create them anymore. Jump clones are basically spare bodies you can place in stations, which you can jump into (subject to a cooldown timer) to either leave expensive implants safe in the station or to travel instantly to a jump clone you have previously left somewhere else.


That's pretty concise, thanks for the reply.

So that being said, I can jump into any ship I'm able to fly, get podded but still keep my SP? And is that right, being in a strategic cruiser I can lose SP? Seems a little risky flying any T3 cruiser now by the sounds of it.

Edit: I've just read on EVElopedia that you'd only lose SP in one of the Subsystem skills required to fly one of the T3 cruisers.

Thats exactly correct yes , at most you lose 4ish days of training from a random sub skill.

and yes this is the only mechanism by which you can currently lose sp in eve now.
Mirasu Arkaral
Doomheim
#6 - 2016-01-15 12:58:00 UTC
Brilliant, thank you, both of you.

Hopefully now I can get out there and see about making an idiot of myself by dying constantly :)
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#7 - 2016-01-16 08:55:01 UTC
Mirasu Arkaral wrote:
Brilliant, thank you, both of you.

Hopefully now I can get out there and see about making an idiot of myself by dying constantly :)


this is always a good plan. :)

Just Add Water

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2016-01-16 11:16:31 UTC
Google site:community.eveonline.com clones

Dev Blog - A new Era of Clones

CCP Terminus wrote:
CCP Terminus here to talk to you about the changes coming to medical clones in Rhea on December 9th [2014].

There will no longer be any clone grades.

There will no longer be any skillpoint loss upon death.

Note: Subsystem skills related to T3 Strategic Cruisers will still work as they did before. This is because their skill loss is a component of the ship balancing itself. This may be revisited in the future.
Hasikan Miallok
Republic University
Minmatar Republic
#9 - 2016-01-17 22:15:48 UTC
It is worth adding that there are several new jump clone skills introduced in the last few years. One reduces the time between jumps by up to 5 hours and the other lets you now have double the number of jump clones you could previously.
Major Trant
Brutor Tribe
Minmatar Republic
#10 - 2016-01-19 16:15:48 UTC  |  Edited by: Major Trant
Archibald Thistlewaite III wrote:
The medical bay in stations is now soley used for deciding your respawn point when you get podded.


This is not true. You can set your respawn point (home station) to any station you are currently in, whether or not it has a medical bay. Note that CCP have added some restrictions on remotely setting your respawn point. Once you could do it at any station where your corp rents an office. Nowadays (if you are more than a year old), you can only remotely set it once a year to a corp office station.

The medical bay is needed to create (install) a new jump clone, but once created you can move and park it in any station.
Han KeShen
A Shytte Corporation
#11 - 2016-01-20 12:33:02 UTC
Hi, another recent returnee here.... I understand the new Jump clone setup, indeed I now have 4 scattered around.

However, I still haven't grasped how to get implants inot a clone...

..for example, I've got some shiny new implants in me'yed that I would rather not lose, so off I pop to a station with the Jump Clone facility, create a clone expecting my implants to pop into it...

...which they didn't so obviously i've missed the target here!

So, how do I get my installed implants into a clone so that I can safely go off and die and not lose them?

(please keep it simple, Janet and john style would be great - thx)
ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2016-01-20 12:38:33 UTC
your implants only give you benefit if you are in that clone.

I am pretty sure that you can only put implants into the clone that you are currently in.

Right click on the implant and select "plug in" or something like that. It will tell you that your skill queue needs to be paused. So then you pause your queue and plug in then activate your queue again by hitting "apply".

Want to talk? Join Cara's channel in game: House Forelli

Han KeShen
A Shytte Corporation
#13 - 2016-01-20 13:05:46 UTC
ergherhdfgh wrote:
your implants only give you benefit if you are in that clone.

I am pretty sure that you can only put implants into the clone that you are currently in.

Right click on the implant and select "plug in" or something like that. It will tell you that your skill queue needs to be paused. So then you pause your queue and plug in then activate your queue again by hitting "apply".


ok, so, here's the current me, complete with implants.

If I want ot go to an empty, but existing, clone elswhere, do I just jump to it and in doing so, leave my current clone, complete with implants, where I was last (even if there's no clone facility in the station) ready to jump back to?
Memphis Baas
#14 - 2016-01-20 13:37:59 UTC
Correct.

And after you jump, you should immediately set your medical revival point at the station where you've arrived. Otherwise when you get podded and die, you'll wake up all the way back across the universe again.

Jump clones are teleportation destinations.

The medical clone is where you wake up after you die.
You want to wake up in the area where you're currently operating.
Ralph King-Griffin
New Eden Tech Support
#15 - 2016-01-20 13:59:47 UTC
Han KeShen wrote:
ergherhdfgh wrote:
your implants only give you benefit if you are in that clone.

I am pretty sure that you can only put implants into the clone that you are currently in.

Right click on the implant and select "plug in" or something like that. It will tell you that your skill queue needs to be paused. So then you pause your queue and plug in then activate your queue again by hitting "apply".


ok, so, here's the current me, complete with implants.

If I want ot go to an empty, but existing, clone elswhere, do I just jump to it and in doing so, leave my current clone, complete with implants, where I was last (even if there's no clone facility in the station) ready to jump back to?

exactly yes,
do be aware though that you may only have one clone per station, if you jump clone from a station that has a clone in it already one of the clones will be destroyed implants and all.
Major Trant
Brutor Tribe
Minmatar Republic
#16 - 2016-01-20 14:51:46 UTC  |  Edited by: Major Trant
Ralph King-Griffin wrote:
do be aware though that you may only have one clone per station, if you jump clone from a station that has a clone in it already one of the clones will be destroyed implants and all.

This is almost correct with one exception. You can jump from your current clone to the clone stored in the same station you currently reside at. Effectively swapping them over.

For instance you are sitting in a clone with a +5 set of implants and decide to do some Wormholing. You don't want to risk the implants. So you create a clone in the current station or fly to a station that holds an empty clone and then jump to it. Now you are in an empty clone and your original clone with the +5s is parked at that station.

What you can't do is park two clones at the same station. By having one already there and jump cloning to a different station forcing your original 'current' clone to attempt to park on top of the first one.
Ralph King-Griffin
New Eden Tech Support
#17 - 2016-01-20 15:13:30 UTC
Major Trant wrote:
Ralph King-Griffin wrote:
do be aware though that you may only have one clone per station, if you jump clonefrom a station that has a clone in it already one of the clones will be destroyed implants and all.

This is almost correct with one exception. You can jump from your current clone to the clone stored in the same station you currently reside at. Effectively swapping them over.

For instance you are sitting in a clone with a +5 set of implants and decide to do some Wormholing. You don't want to risk the implants. So you create a clone in the current station or fly to a station that holds an empty clone and then jump to it. Now you are in an empty clone and your original clone with the +5s is parked at that station.

What you can't do is park two clones at the same station. By having one already there and jump cloning to a different station forcing your original 'current' clone to attempt to park on top of the first one.

Blink
Han KeShen
A Shytte Corporation
#18 - 2016-01-20 16:36:49 UTC
Cool, thank you guys!!
Hasikan Miallok
Republic University
Minmatar Republic
#19 - 2016-01-20 22:53:08 UTC  |  Edited by: Hasikan Miallok
One minor point regarding the implants.

It is highly unlikely you will ever need 10 jump clones for travel. HOWEVER it may be the case you can use 10 for implant swapping.

For example lets say your character has the skills and ships for the following scenarios:

1) Wormhole exploration
2) Ratting in a ship that needs missile implants and more CPU
3) Ice mining where mining implants are optimal
4) losec PvP in frigate roams with your mates where you die a lot

In this scenario with Jump Clones you could set up 4 clones each with DIFFERENT IMPLANTS and leave them at the ship they match. Then when you get bored with frigate PvP and want to do some exciting ice mining you jump from your cheap implant pvp clone to the ice mining clone with half bill mining implants and you suddenly have big mining implants and are in station with the relative mining ship. get bored with that jump to the exploration clone and you suddenly have lost the mining implants and now have implants relevant to WH space and exploration and a cloaky exploration ship.

Basically jump clones lets you configure ship/activity specific implants.