These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Is there a MWD trick to decrease the time until warp starts?

Author
Tessa Tol
Aliastra
Gallente Federation
#1 - 2016-05-25 13:59:59 UTC
Hi!

AFAIK warp starts after correct alignment towards the destination and reaching 75% of maximum speed. Would this procedure shrink the time until warp starts:

1) MDW ON
2) align to destination
3) MDW OFF
4) warp to destination

?



Tessa Tol

AKA gtoeroe
Donnachadh
United Allegiance of Undesirables
#2 - 2016-05-25 14:15:01 UTC
I have never found there to be any measurable difference using this on most ships, however what is measurable to me may be different that what is measurable to you so I suggest you go out and test it for yourself to see if the minimal time savings is worth it.

There are significantly better ways to decrease your align time but which ones may be useful for you depends on what you are doing and teh ship you are flying.

The best way to minimize time to warp is to use a character on a second account and have them web you into warp. A web applied to a ship does not reduce the rate it accelerates, however because it reduces the ships maximum speed and warp is based on max speed this can significantly reduce the time to warp.

If time to warp is important then perhaps a different ship is a better plan but again that depends on your use so knowingmore about what ship and what you are doing with it would be helpful.
Pandora Carrollon
Provi Rapid Response
#3 - 2016-05-25 14:45:01 UTC
I can tell you that hitting your propulsion boost and then hitting warp actually slows the process down on many ships as you've just increased your supposed 75% number and if the ship doesn't accelerate well, you have to wait longer, or so that's my theory. However, I can also tell you that on some of my ships they have to be moving close to 100% before the speedometer resets to warp mode, so I take the 75% number with a grain of salt. You have to know the ship you're on. BTW, that's starting from an aligned position as well.
ShahFluffers
Ice Fire Warriors
Infinite Pew
#4 - 2016-05-25 14:46:52 UTC
Bear in mind that when you initiate warp, your ship is attempting to align itself. So there is no need to manually order your ship to align.

That said, the MWD-warp trick typically only works with larger, slower, bulkier ship. We are talking ships like battlecruisers, battleships, industrial/transport ships... things like that.
And, at most, the trick will only reduce the time to warp to 10 seconds.

If you wish to warp faster in a bulky ship, you will need assistance from a friend with 2 stasis webifiers.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#5 - 2016-05-25 14:53:53 UTC
Only really works on extremely slow ships like armor tanked battleships. The cycle time on MWDs is longer than the align time on most ships.
Do Little
Bluenose Trading
#6 - 2016-05-25 15:55:16 UTC
Many ships will warp with 1 pulse of the afterburner; 7.5-10 seconds depending on your skill level. This only helps if the normal align time is greater than the AB cycle time - same is true for MWD but there, you can't reduce the cycle time - always 10 seconds.

This works well for slow aligning ships - deep space transport or Orca but is not effective for frigates or other small ships.

It works because you warp at 75% of top speed and top speed drops significantly when the propulsion module cycle ends.
There is no "trick" procedure - simply click jump and then pulse the AB on and off. You will warp when the cycle ends.

There is also a MWD cloak trick (doesn't work with AB) which allows you to align while cloaked. The process is a bit more complex: http://wiki.eveuniversity.org/Cloak_Trick
ergherhdfgh
Imperial Academy
Amarr Empire
#7 - 2016-05-26 03:06:54 UTC
There is a simple way to figure this out. When you initiate warp time how long it takes before you see your speed indicator change to warp speed from sub warp speed. Then see what the cycle time is on your prop mod. If the cycle time of the prop mod is less than how long it takes you to get into warp then try it out.

Just keep in mind that the MWD increases your mass which reduces your agility.

On my Orca I wound up using an AB to warp faster. The first cycle was a definite improvement over nothing. The second one was almost exactly the same as the first. If I could have done one and a half cycles on my AB I think that would have been ideal. Anyway I seem to recall the mass from the MWD messing things up some how but it's been years since I've done testing on this.

Just understand that it's 75% of your current max speed so you won't enter warp until the prop mod turns off and your potential max speed is reduced.

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

ShahFluffers
Ice Fire Warriors
Infinite Pew
#8 - 2016-05-26 03:18:26 UTC
ergherhdfgh wrote:
On my Orca I wound up using an AB to warp faster. The first cycle was a definite improvement over nothing

A Power Reactor in a low slot and no shield extenders will allow you to fit a 500mn MWD. Pulse it once as soon as you initiate warp and you will warp in 10 seconds.

For tank... use Transverse Rigs, a Damage Control, and 3 Adaptive Shield Hardeners. More than enough to dissuade a casual gank attempt.
Eli Apol
Definitely a nullsec alt
#9 - 2016-05-26 04:18:20 UTC
Doesnt even need a PG mod anymore, just use a compact MWD

but what would I know, I'm just a salvager

Tessa Tol
Aliastra
Gallente Federation
#10 - 2016-05-26 05:03:16 UTC
Ok. Thanks for all the answers. From what I've understand it is not possible to make my Viator faster warping. The statement that you can skip the align to order by directly using warp to. goes into the same direction. So I will remove any propulsion eqippment from my Viator.

The current Fitting is:

High SLot

Cover Ops Cloaking Device II
Core Probe Lancher II

Medium Slots
?

Low Slots
Intertial Stabilizer II
Intertial Stabilizer II
Warp Core StabilizerII

Rig Slot
Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II

I want to go to low and null sec for PI

What fitting whould you suggest? Mainly for Medium Slots?
ShahFluffers
Ice Fire Warriors
Infinite Pew
#11 - 2016-05-26 05:35:52 UTC
Euhhhh... I would keep a MWD fitted for "just in case" situations.

There are times where you might be caught well off from a gate or a station and need to make a short, but quick burn.

Regarding the Viator (and Blockade Runners in general)... a cloaking ship generally has little to worry about in high-sec and low-sec. The trick is simply to time the activation of the cloak with your warp initiation. This takes a little practice, but when done right almost nothing can catch you.
Tessa Tol
Aliastra
Gallente Federation
#12 - 2016-05-26 06:23:25 UTC  |  Edited by: Tessa Tol
ShahFluffers wrote:
Euhhhh... I would keep a MWD fitted for "just in case" situations.
This takes a little practice, but when done right almost nothing can catch you.


But this decreases the agility, correct?

Warp disruption devices?

Does one Warp Core Stabilizer help here?
Netan MalDoran
School of Applied Knowledge
Caldari State
#13 - 2016-05-26 06:49:38 UTC
I throw either a 5mn MWD or 10mn AB onto my indys to help shave 2 or 3 seconds off of their warp time. Its a big and heavy ship, with underpowered prop mods.

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Do Little
Bluenose Trading
#14 - 2016-05-26 12:32:58 UTC
If you use a Blockade Runner in nullsec you should always fit a MWD to burn out of bubbles or give you options if you land in a gate camp. In highsec it makes more sense to fit a buffer tank to survive an alpha shot if someone decides to play "BR Roulette". MWD only affects mass if it is running.
Lan Wang
Federal Navy Academy
Gallente Federation
#15 - 2016-05-26 12:39:46 UTC
blockade runners are hard to catch, fit mwd and shield extender for some tank, ill usually fit an ecm too just for reassurance

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

ShahFluffers
Ice Fire Warriors
Infinite Pew
#16 - 2016-05-26 14:42:32 UTC
Tessa Tol wrote:
ShahFluffers wrote:
Euhhhh... I would keep a MWD fitted for "just in case" situations.
This takes a little practice, but when done right almost nothing can catch you.


But this decreases the agility, correct?

Warp disruption devices?

Does one Warp Core Stabilizer help here?

When activated, yes. It will become harder to turn. But the speed increase is more than whorthwhile when you are trying to escape a bad situation.

Warp Scramblers (short range) and Focused Warp Disruption Generators (Heavy Interdictor ships) will shut off a MWD along with your warp drive.
Warp Disruptors (long range) and Warp bubbles will only affect your warp drive.

A Warp Core Stab is a low slot module. It may save you today or tomorrow, but never again after that.
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#17 - 2016-05-27 20:02:07 UTC
It is definitely the way to go with an Orca or the like if you want to avoid growing grey hair when travelling anywhere.

Also throw in a Cloaking Device for additional protection: It will not work as absolute as the MWD/Cloak we all know and love but every little bit helps.....

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

ergherhdfgh
Imperial Academy
Amarr Empire
#18 - 2016-05-28 11:44:12 UTC
Tessa Tol wrote:
ShahFluffers wrote:
Euhhhh... I would keep a MWD fitted for "just in case" situations.
This takes a little practice, but when done right almost nothing can catch you.


But this decreases the agility, correct?

Warp disruption devices?

Does one Warp Core Stabilizer help here?

There can be times where no matter how hard you try to do everything correctly you still get caught. A prop mod is useful in those situations for getting you back to the gate fast.

Anyone who used any aggressive modules on you like warp disruptors or scrams or any dps application, Ewar, etc... will have a one minute timer that prevents them from docking or using a gate. If you can burn back to the gate and jump they are prevented from following you through for one minute. This gets you a second chance to get away and this time only the members of the fleet that followed you through can attempt to point you and even they have lost the benefit of being any preparation that they made for the camp on the other side of the gate.

I typically fit an AB to my "runner" ships just because I know it will always work unlike the MWD which can be shut off by a scram. This all comes down to personal choice and stylistic considerations as there is no "right way" for anything in Eve.

Also keep in mind that the best way to get past a gate camp is to not run into it in the first place. So an ounce of recon is worth a pound of GTFO assistance.

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

Tau Cabalander
Retirement Retreat
Working Stiffs
#19 - 2016-05-29 08:48:38 UTC
If you don't need to align, a single cycle of a MWD will put you into warp in 10 seconds when the cycle ends.

Alignment doesn't apply when you just jumped through a gate, or are at 0 m/s.

It actually takes longer to align with a MWD active because of the mass increase.