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Dumb question about webbing freighters...

Author
Victoria Sin
Doomheim
#1 - 2013-11-28 22:58:29 UTC
I've just been dicking about doing some experiments with webbing a freighter to get it to align and warp faster. I put 3 webs down on an Obelisk and it took 45 seconds the first time and around 1 minute the second, to go into warp.

Did I do something wrong or does doing that no longer work? Cool
Khaylid Meza
Royal Amarr Institute
Amarr Empire
#2 - 2013-11-28 23:20:15 UTC
You start the freighter warping before you put the webs on hit the webs and it should go straight away.
Victoria Sin
Doomheim
#3 - 2013-11-28 23:26:03 UTC
Provided you're already aligned, I assume.
Rikku Cakelicious
I Accidentally .. The Whole Pod
#4 - 2013-11-29 00:09:32 UTC
Quote:

Ships in Eve achieve warp by reaching 90% of their forward velocity. This can be a very short amount of time for ships such as interceptors, or a VERY long time for whips as sluggish as Freighters. This means that Freighters take a long time to perform each warp, costing ISK and also make themselves VERY vulnerable to attack after de-cloaking.

Because the Freighter is such a slow ship... and because he is moving, even though its still very slow (10m/s or so)... as soon as the Web hits it it is already traveling at 90% of its new top speed... thus the insta-warp is induced and it shoots off to the new gate



from http://forum.battleclinic.com/index.php?topic=21067.0;Freighter-Escort-Guide


basicaly depending on if you use a bonused webbing ship or a normal 60% web you might want to wait a bit before enganging the web. if your freighters max speed is 100m/s you would want to wait till it reaches 40m/s (if you use a 60% web) or as low as 10m/s (perfect 90% bonused web) before engaging the web on your freighter. if done sucessful you'll warp instantly after web activation (which often means sideways or reverse warping).

SurrenderMonkey
State Protectorate
Caldari State
#5 - 2013-11-29 00:26:15 UTC
Rikku Cakelicious wrote:
Quote:

Ships in Eve achieve warp by reaching 90% of their forward velocity. This can be a very short amount of time for ships such as interceptors, or a VERY long time for whips as sluggish as Freighters. This means that Freighters take a long time to perform each warp, costing ISK and also make themselves VERY vulnerable to attack after de-cloaking.

Because the Freighter is such a slow ship... and because he is moving, even though its still very slow (10m/s or so)... as soon as the Web hits it it is already traveling at 90% of its new top speed... thus the insta-warp is induced and it shoots off to the new gate



from http://forum.battleclinic.com/index.php?topic=21067.0;Freighter-Escort-Guide


basicaly depending on if you use a bonused webbing ship or a normal 60% web you might want to wait a bit before enganging the web. if your freighters max speed is 100m/s you would want to wait till it reaches 40m/s (if you use a 60% web) or as low as 10m/s (perfect 90% bonused web) before engaging the web on your freighter. if done sucessful you'll warp instantly after web activation (which often means sideways or reverse warping).




The warp threshold is 75% but otherwise that's basically correct.

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Destination SkillQueue
Doomheim
#6 - 2013-11-29 00:40:59 UTC
Victoria Sin wrote:
Provided you're already aligned, I assume.

An aligned ship can enter warp immediately without any help. Heading in to a specific direction is called aligning, but it's not what people mean when they talk about being aligned. Aligned means moving towards the target(having a velocity vector heading there) @ at least 75% of your max velocity. That means you are able to warp to the target immediately at the press of a button without any delay.

I don't know how you tried your freighter trick, so I'll describe it in detail using gate travel as an example. Let's start with the freighter. You need to have your freighter at full stop to start. This should be the condition your freighter is in immediately after jumping through a gate. The only thing you do with the freighter is click on the target and initiate a warp to it. Do not do anything else or you can easily screw things up. All the actual work is done by the webber. The freighter pilot can still screw things up. The reason you don't do anything extra is, that it could get your velocity vector going in a direction other then your warp to target, so you wouldn't warp immediately if you then web the freighter.

With the webber you'll just target the freighter and web it after it loses the gate cloak. If the freighter pilot didn't screw things up, it should warp immediately when your webs land. Preferably you use multiple primed webs(click on them when you have no targets, so they'll activate immediately on a target lock) and have a ship with a web range bonus. The rapier and the huginn with a couple of webs and a sensor booster are examples of great ships for this job.
ShahFluffers
Ice Fire Warriors
#7 - 2013-11-29 08:11:52 UTC
tldr; you apply no more than 1 or 2 webs AS SOON as the Freighter begins to align (from a dead stop). The whole process should not take more than 5 to 10 seconds.
Victoria Sin
Doomheim
#8 - 2013-11-29 09:13:29 UTC
Well that is weird. What I did was undock from a station and wait out the session timer. Freighter was at full stop. I had a 3x webber outside of station too. I initiated warp to a POS with the freighter pilot and then locked and triple webbed the freighter with the other character. Still took 45 seconds to a minute (POS was at 90 degrees to the station exit). No bumping or anything going on. It just took that long. I tried this multiple times and every time I got the same result: It took at least 45 seconds to get into warp.

Shpenat
Ironman Inc.
#9 - 2013-11-29 09:57:14 UTC
Victoria Sin wrote:
Well that is weird. What I did was undock from a station and wait out the session timer. Freighter was at full stop. I had a 3x webber outside of station too. I initiated warp to a POS with the freighter pilot and then locked and triple webbed the freighter with the other character. Still took 45 seconds to a minute (POS was at 90 degrees to the station exit). No bumping or anything going on. It just took that long. I tried this multiple times and every time I got the same result: It took at least 45 seconds to get into warp.



When undocking from the station you are not at full stop. The trick works only if the freighter was really not moving at all (i.e complete zero speed). Or do you also count the time to slow down to zero speed to your test?
Tul Breetai
Impromptu Asset Requisition
#10 - 2013-11-29 10:53:30 UTC
Rikku Cakelicious wrote:
Quote:

Ships in Eve achieve warp by reaching 90% of their forward velocity. This can be a very short amount of time for ships such as interceptors, or a VERY long time for whips as sluggish as Freighters. This means that Freighters take a long time to perform each warp, costing ISK and also make themselves VERY vulnerable to attack after de-cloaking.

Because the Freighter is such a slow ship... and because he is moving, even though its still very slow (10m/s or so)... as soon as the Web hits it it is already traveling at 90% of its new top speed... thus the insta-warp is induced and it shoots off to the new gate



from http://forum.battleclinic.com/index.php?topic=21067.0;Freighter-Escort-Guide


basicaly depending on if you use a bonused webbing ship or a normal 60% web you might want to wait a bit before enganging the web. if your freighters max speed is 100m/s you would want to wait till it reaches 40m/s (if you use a 60% web) or as low as 10m/s (perfect 90% bonused web) before engaging the web on your freighter. if done sucessful you'll warp instantly after web activation (which often means sideways or reverse warping).


^This. Like it's ******* rocket science.

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

Marc Callan
Center for Advanced Studies
Gallente Federation
#11 - 2013-11-29 10:55:47 UTC
The webbing trick is like the pulse-MWD trick for battleships and Orcas - it depends on your velocity vector pointing in the right direction, and changing your velocity vector in a sluggish ship can take a lot longer than accelerating from a standing start. On undocking, the webbing trick might help you come to a full stop so you can reorient - that's often a lot easier than trying to make a full-speed turn from the undock vector to the warp vector.

(For the Orca, one trick I use on undock is to jump to an insta-warp bookmark several hundred kilometers off the undock, then use a standard cloak to help slow me down to a full stop, then get underway again.)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Victoria Sin
Doomheim
#12 - 2013-11-30 10:47:18 UTC
I did a few more tests and I've kind-of worked out how to do it. If I let the freighter align for 6 or 7 seconds and then web it, it only takes a few more seconds to align and warp.
Lloyd Roses
Artificial Memories
#13 - 2013-11-30 13:35:15 UTC  |  Edited by: Lloyd Roses
It depends, webs reduce max velocity without affecting current velocity (therefore reducing the speed needed to enter warp)

→ one normal web reduced max speed by 60%, two by ~80%.
→ a daredevil adds a 90% web, two webs for 98% webbing.

Means that using a dualweb daredevil for your freighter, you can web it off immedieately once the freighter decloaks to warp off (also works with capital ships)

Else, you can singleweb an obelisk at around 20m/s or dualweb it at 10m/s (eventually even less), or
single-90%-web it at 7-8m/s or dualwebbing it from 2m/s+

Hope that helps o7

edit: if your freighter accelerates into warp from standing still, alignment doesn't matter - only the velocity.
Grandma Squirel
#14 - 2013-11-30 16:01:25 UTC
The issue is that your freighter must be really really not moving at all to get the desired effect. When you undock, it takes a rather long time for your freighter to come to a complete stop. That residual 10m/s in the wrong direction from the undock will largely defeat the web trick.