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jumping capitals

Author
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#1 - 2015-12-20 01:41:53 UTC  |  Edited by: Hilti Enaka
Would a warp disruptor be enough to stop a capital from jumping to a cyno?
ShahFluffers
Ice Fire Warriors
#2 - 2015-12-20 02:21:23 UTC
Hilti Enaka wrote:
Would a warp disruptor be enough to stop a capital from jumping to a cyno?

Yes.

The same mechanics that govern regular warping also govern jump drives.

This means that a single frigate CAN pin down a dreadnought or carrier.
However, supercapitals are another story and require AoE warp disruption fields or focused "infini-points" from HICs to keep them from warping.
Otso Bakarti
Doomheim
#3 - 2015-12-20 05:54:40 UTC
This is why when a couple of frigs come across a super capital loping along, they start screaming, "Bring in a HIC! Bring in a HIC! Who's got a HIC!" (and, other exclamations such as these.)

There just isn't anything that can be said!

Tau Cabalander
Retirement Retreat
Working Stiffs
#4 - 2015-12-20 08:24:24 UTC
Of course, super-capitals are losing their EWAR immunity this spring.

http://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/
CCP Larrikin wrote:
No capital will have complete electronic warfare immunity

Yes, titans can be tackled by enough Rifters, or jammed by enough Falcons. We've got some interesting mechanics for this and I'll go through them one by one -

Warping: Supercarriers and Titans will have an innate warp strength of around 20 to 50. We haven't locked these numbers in and we'd love to hear from you on what you think is appropriate. Heavy Interdictors with a focus point will work as they do now, as will bubbles.

ECM / Tracking Disruptions / Sensor Dampeners / Target Painters: We're introducing a new attribute 'Electronic Warfare Resistance'. If your ship has 50% Electronic Warfare Resistance, any electronic warfare modules will be 50% less effective on the target. In the specific case of ECM, this takes effect before the roll against Sensor Strength is done. So it is possible to Jam / Disrupt / Damp a Titan...but for best results you should use bonused ships. Force Auxiliaries going into Triage and Dreadnoughts going into Siege could have their Electronic Warfare Resistance attribute set very high, but they won't be un-counterable.

Stasis Webifying: We're introducing a new attribute 'Webifying Resistance' and it works the same as Electronic Warfare Resistance.
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#5 - 2015-12-20 13:34:48 UTC
ShahFluffers wrote:
Hilti Enaka wrote:
Would a warp disruptor be enough to stop a capital from jumping to a cyno?

Yes.

The same mechanics that govern regular warping also govern jump drives.

This means that a single frigate CAN pin down a dreadnought or carrier.
However, supercapitals are another story and require AoE warp disruption fields or focused "infini-points" from HICs to keep them from warping.


Do you include jump freighters in that "The same mechanics that govern regular warping also govern jump drives."?
Ralph King-Griffin
New Eden Tech Support
#6 - 2015-12-20 13:55:02 UTC
Hilti Enaka wrote:
ShahFluffers wrote:
Hilti Enaka wrote:
Would a warp disruptor be enough to stop a capital from jumping to a cyno?

Yes.

The same mechanics that govern regular warping also govern jump drives.

This means that a single frigate CAN pin down a dreadnought or carrier.
However, supercapitals are another story and require AoE warp disruption fields or focused "infini-points" from HICs to keep them from warping.


Do you include jump freighters in that "The same mechanics that govern regular warping also govern jump drives."?

Yes, a t1 disruptor will keep a jumpfreighter from leaving
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#7 - 2015-12-20 14:18:52 UTC
Ralph King-Griffin wrote:
Hilti Enaka wrote:
ShahFluffers wrote:
Hilti Enaka wrote:
Would a warp disruptor be enough to stop a capital from jumping to a cyno?

Yes.

The same mechanics that govern regular warping also govern jump drives.

This means that a single frigate CAN pin down a dreadnought or carrier.
However, supercapitals are another story and require AoE warp disruption fields or focused "infini-points" from HICs to keep them from warping.


Do you include jump freighters in that "The same mechanics that govern regular warping also govern jump drives."?

Yes, a t1 disruptor will keep a jumpfreighter from leaving


Waping or jumping to a cyno?
Memphis Baas
#8 - 2015-12-20 15:10:02 UTC
Yes.
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#9 - 2015-12-20 23:26:33 UTC
so what exactly is the line regarding point (warp disrupting) a jump freigther Does that stop them from cyno jumping?
Mr Mieyli
Doomheim
#10 - 2015-12-20 23:30:05 UTC
Hilti Enaka wrote:
so what exactly is the line regarding point (warp disrupting) a jump freigther Does that stop them from cyno jumping?


It has been said several times already , yes a warp disruptor stops a jump freighter from jumping to a cyno.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

ShahFluffers
Ice Fire Warriors
#11 - 2015-12-21 00:11:00 UTC
Hilti Enaka wrote:
Waping or jumping to a cyno?

Both.

Consider jump drives as massive warp engines. So massive, they do not require gates to go from system to system.

So yes... a single warp disruptor can prevent a capital from utilizing its jump drive.

Hilti Enaka wrote:
so what exactly is the line regarding point (warp disrupting) a jump freigther Does that stop them from cyno jumping?

The warp/jump mechanics are pretty binary.

Every ship has a warp strength of 1.
If a ship has a warp strength of 0 or less then it can't warp or jump.
If a ship has a warp strength of 1 or higher then it can warp or jump (hint: warp core stabilizers can bump up the warp strength above 1)



Based on the questions you are asking OP, it sounds like you are trying to understand how to use a Jump Freighter.

Here is some advice;
When you undock you have a 60 second "invulnerability period" where nothing can affect you (as long as you activate nothing and make no manual course correction).
You also have a 15 second "session change" timer (because the server is basically making sure you are where you are supposed to be).

This means you have about 45 seconds to have someone (or an alt character) light a cyno at your destination system and jump to it before someone is able to apply a warp disruptor you and prevent from jumping.
Ralph King-Griffin
New Eden Tech Support
#12 - 2015-12-21 00:11:40 UTC
Hilti Enaka wrote:


Waping or jumping to a cyno?

both
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#13 - 2015-12-21 00:18:13 UTC
ShahFluffers wrote:
Hilti Enaka wrote:
Waping or jumping to a cyno?

Both.

Consider jump drives as massive warp engines. So massive, they do not require gates to go from system to system.

So yes... a single warp disruptor can prevent a capital from utilizing its jump drive.

Hilti Enaka wrote:
so what exactly is the line regarding point (warp disrupting) a jump freigther Does that stop them from cyno jumping?

The warp/jump mechanics are pretty binary.

Every ship has a warp strength of 1.
If a ship has a warp strength of 0 or less then it can't warp or jump.
If a ship has a warp strength of 1 or higher then it can warp or jump (hint: warp core stabilizers can bump up the warp strength above 1)



Based on the questions you are asking OP, it sounds like you are trying to understand how to use a Jump Freighter.

Here is some advice;
When you undock you have a 60 second "invulnerability period" where nothing can affect you (as long as you activate nothing and make no manual course correction).
You also have a 15 second "session change" timer (because the server is basically making sure you are where you are supposed to be).

This means you have about 45 seconds to have someone (or an alt character) light a cyno at your destination system and jump to it before someone is able to apply a warp disruptor you and prevent from jumping.


actually trying to understand the jump mechanic of jf if i want to tackle one.
ShahFluffers
Ice Fire Warriors
#14 - 2015-12-21 00:21:52 UTC
Hilti Enaka wrote:
actually trying to understand the jump mechanic of jf if i want to tackle one.

Oh.

In that case... a single frigate with a warp disruptor is enough to doom a Jump Freighter that isn't next to a station. Twisted
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#15 - 2015-12-21 00:59:17 UTC
ShahFluffers wrote:
Hilti Enaka wrote:
actually trying to understand the jump mechanic of jf if i want to tackle one.

Oh.

In that case... a single frigate with a warp disruptor is enough to doom a Jump Freighter that isn't next to a station. Twisted


why do many people think that it is all cap related?
ShahFluffers
Ice Fire Warriors
#16 - 2015-12-21 01:41:11 UTC  |  Edited by: ShahFluffers
Hilti Enaka wrote:
ShahFluffers wrote:
Hilti Enaka wrote:
actually trying to understand the jump mechanic of jf if i want to tackle one.

Oh.

In that case... a single frigate with a warp disruptor is enough to doom a Jump Freighter that isn't next to a station. Twisted


why do many people think that it is all cap related?

Well... there are a few conditions to perform a jump beyond merely warp strength.

In order to perform a jump, the capital pilot must have...
- their total capacitor power at 71% of max or higher (this can be ignored if one is simply undocking)
- be in fleet with the person/character that is lighting the "destination" cyno
- warp strength of 1 or higher


Capacitor only comes into play during capital operations... which normally involves combat capable capitals.