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Low Sec Magnetometric/Radar sites dissapear

Author
Inanna Elohim
Aeras Krekan Syndicate
#1 - 2013-03-21 15:33:13 UTC
I was doing a Magnetometric site in low-sec and a neutral came in so I cloaked up. While I was looking at the Collidable objects waiting for them to leave, and the entire site disappears minus the wrecks.

I start a Radar site in the same system, the same neutral pops back in so I cloak up. Within 2 minutes the site disappears again!

Is there some sort of timer on these site? Like once you warp to them is there a timer that de-spawns the site?
Sodohm
Caldari Provisions
Caldari State
#2 - 2013-03-21 15:38:23 UTC
Cloacking up in a site for more than one minute is now the same as warping out of it. So, if you mess with the cans and cloack, its the same as messing with cans and leaving, it despawn the site.
Zhilia Mann
Tide Way Out Productions
#3 - 2013-03-21 15:59:41 UTC
Yup. Cloaking is the same as leaving. If you've touched a can, don't cloak unless you care to lose the site. So basically don't be so jumpy about random neutrals lest you lose all your sites all the time.
Inanna Elohim
Aeras Krekan Syndicate
#4 - 2013-03-21 16:21:49 UTC
Thanks guys. Your advice has been super effective!
Maxpie
MUSE LLP
#5 - 2013-03-21 17:10:41 UTC
Does this then enable someone to come into your site, cloak and cause it to despawn, even if you remain uncloaked?

No good deed goes unpunished

Zhilia Mann
Tide Way Out Productions
#6 - 2013-03-21 17:13:23 UTC
Maxpie wrote:
Does this then enable someone to come into your site, cloak and cause it to despawn, even if you remain uncloaked?


Nope. As long as there's an uncloaked ship in the site the despawn doesn't trigger.
Makavelia
National Industries
#7 - 2013-03-21 19:57:32 UTC  |  Edited by: Makavelia
When neutrels enter system align to station or w/e (safe spots or too clicky for me.. but im lazy).

You can set the speed to around 80% max so you don't get too far away. Most poeple leave within 30 seconds, should not take longer than that to warp>jump most systems.

If they hang around longer then it's likely either a PI player, pos manegment alt that logge dinto the system, another explorer.. or somebody wanting to kill you.

If you know you are in D-scan range of a gate they may have jumped from check d-scan over and over for the first 6 seconds or so, you might get to see what ship they are in, this will effect how you want to do things. A low sec status T3 for example.. just get out.

Wait maybe another 10 seconds, for the off chance they have pre book marked the site you are in and are warping to you. Ofc.. warp out if something lands on grid. you should already be aligned for that, being the first real threat.

While waiting in the above check status (but do it a way you don't block warp/overview icons to see if somebody lands on grid). Can never be sure on status, but anybody with 0 sec status is usualy an alt for such things like pos menegment. Could also be scouting for -pirates-explorers-hauling-roamfleets etc-. Quickly check the age of the toon. If it's realy old.. more likely to be a pos menegment alt or something industrial. If it's realy new, its likely to be a scout. It could also be a new player who got a little lost ;p. Small chance of it being a pirate alt, in my experiance.

If the chacrictor has high sec status (over 1.5 or so) you are ''likely'' ok. But stay alignd and keep checking d-scan for a little while (killing rats as you do that).

If the status is below 1.5 or lower I'd start to take caution.

Ofc the above takes only a second or 2 to decide, and right after that >>>> Do a D-scan, and onther, and onother.

If all the rats are dead, theirs no probes/ships on scan.. and the players have above 1.5 to 2.0 standing, I'd continue to run the site, but with caution.

If more rats spawn from a container, align to station while you kill them. Also, when at a can, hit align then STOP ship. This will keep you facing roughly the right way for a quicker warp if somebody drops on grid.

Oh, and one more thing. check D-scan ^^.
Sola Mercury
Republic Military School
Minmatar Republic
#8 - 2013-03-22 06:06:05 UTC
Makavelia wrote:
some good advice



But then this...Roll
Makavelia wrote:
Also, when at a can, hit align then STOP ship. This will keep you facing roughly the right way for a quicker warp if somebody drops on grid.



A ship with zero velocity is not aligned. the direction it seems to be facing is just eye candy.
the moment, a ship accelerates from zero to a velocity > zero, it is perfectly aligned. Again, what you see on screen, is just eye candy, and somewhat misleading.
Makavelia
National Industries
#9 - 2013-03-22 08:50:35 UTC
Sola Mercury wrote:
Makavelia wrote:
some good advice



But then this...Roll
Makavelia wrote:
Also, when at a can, hit align then STOP ship. This will keep you facing roughly the right way for a quicker warp if somebody drops on grid.



A ship with zero velocity is not aligned. the direction it seems to be facing is just eye candy.
the moment, a ship accelerates from zero to a velocity > zero, it is perfectly aligned. Again, what you see on screen, is just eye candy, and somewhat misleading.


Oh ok, thnx for that.

Although quicker warp was my main reason for doing it, i still think it's worth doing for a few other things.

Kodama Ikari
Thragon
#10 - 2013-03-22 13:25:17 UTC  |  Edited by: Kodama Ikari
If you don't see probes out, then don't stop what you're doing, especially in a profession site. People in deadspace places do have the benefit of being a gate or two ahead of potential attackers, in profession sites you do need to be mindful of how far away you are from the warp in point. If you're in a lowsec facwar system or near somebody's home base, the likelihood of getting probed is a much higher than if it's just someone or a gang of someones roaming through. Never stop looking for probes.

Sola Mercury wrote:

A ship with zero velocity is not aligned. the direction it seems to be facing is just eye candy.
the moment, a ship accelerates from zero to a velocity > zero, it is perfectly aligned. Again, what you see on screen, is just eye candy, and somewhat misleading.


I just learned this recently, and it explains quite a lot. Its kind of funny because I've known quite a few veteran pvpers and fc's that regularly used the ol' "passive align," which is apparently meaningless. It also means there's no benefit to picking a celestial roughly in front of you when running a gatecamp. If the stargate has a moon or asteroid belt behind the gate, that would work just as well (or even better, because no one would expect it).
Makavelia
National Industries
#11 - 2013-03-22 14:13:16 UTC
Kodama Ikari wrote:
If you don't see probes out, then don't stop what you're doing, especially in a profession site. People in deadspace places do have the benefit of being a gate or two ahead of potential attackers, in profession sites you do need to be mindful of how far away you are from the warp in point. If you're in a lowsec facwar system or near somebody's home base, the likelihood of getting probed is a much higher than if it's just someone or a gang of someones roaming through. Never stop looking for probes.

Sola Mercury wrote:

A ship with zero velocity is not aligned. the direction it seems to be facing is just eye candy.
the moment, a ship accelerates from zero to a velocity > zero, it is perfectly aligned. Again, what you see on screen, is just eye candy, and somewhat misleading.


I just learned this recently, and it explains quite a lot. Its kind of funny because I've known quite a few veteran pvpers and fc's that regularly used the ol' "passive align," which is apparently meaningless. It also means there's no benefit to picking a celestial roughly in front of you when running a gatecamp. If the stargate has a moon or asteroid belt behind the gate, that would work just as well (or even better, because no one would expect it).


I don't doubt what this player is saying but is one of those things i just need to see for myself to fully accept it ;p.

All logic says it takes longer to spin 180 to face destination, then accelerate to warp speed.

For this to be ignored means the ship is moving through space building warp speed toward destination while spinning on it's axis. That's something planets do... not space ships ;p.


Sola Mercury
Republic Military School
Minmatar Republic
#12 - 2013-03-22 16:14:56 UTC
Makavelia wrote:


For this to be ignored means the ship is moving through space building warp speed toward destination while spinning on it's axis. That's something planets do... not space ships ;p.




you see exactly this, when warpiing a slow ship which is webbed.
My freighter often seems to be changing direction long after it entered warp. ( I web my freighter to inst warp).
Zhilia Mann
Tide Way Out Productions
#13 - 2013-03-22 16:17:20 UTC
Makavelia wrote:
I don't doubt what this player is saying but is one of those things i just need to see for myself to fully accept it ;p.

All logic says it takes longer to spin 180 to face destination, then accelerate to warp speed.

For this to be ignored means the ship is moving through space building warp speed toward destination while spinning on it's axis. That's something planets do... not space ships ;p.


By all means, test it. But it's true. "Soft" aligns don't help one bit.

As I understand it, this has to do with the physics engine itself. Eve uses vector-based physics. Any time a ship has 0 velocity (the scalar component of the vector) the directional component of the vector no longer matters because it becomes dimensionless. As such, a stopped ship, no matter where it graphically faces, has exactly the same ability to warp to any point because it takes exactly the same amount of time to get to 75% percent velocity in any direction from a 0 vector.

This also accounts for some of the counter-intuitive results from the tracking formula, which compares the instantaneous vectors of the attacker and the target. While logic would dictate that an orbiting ship would be better able to keep its guns focused on a stationary point (or at least one that has significantly less velocity) the instantaneous vector comparison actually takes the attacking ship's entire vector (direction and speed) into account.

And now you know.
Makavelia
National Industries
#14 - 2013-03-22 16:21:51 UTC
Yeah i tested it, no angle seems to effect align time or stand still warp time. With that it makes no differance to stand still > mwd evasion as a option when somebody lands on grid.

Can't see a lot of reason to do it anymore.. if anything it lets cloakys know what way you intend to warp or mwd burn to to alow them better position.