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Do Warp Disrupters prevent someone from leaving a wormhole?

Author
Amber Utama
Golden Cog Industrial
#1 - 2016-09-30 22:33:41 UTC
I'm chilling in wormhole space waiting for explorers and I got someone with my T2 Warp disrupters and they still left the wormhole. Does entering a wormhole count as warping? I'm relatively new to piracy and I haven't seen a topic about this when I looked it up.
Ralph King-Griffin
New Eden Tech Support
#2 - 2016-09-30 23:10:16 UTC
nope, same goes for gates and stations.
Paranoid Loyd
#3 - 2016-09-30 23:43:11 UTC  |  Edited by: Paranoid Loyd
Ralph King-Griffin wrote:
nope, same goes for gates and stations.

With the caveat they can not have a flag not allowing them to dock/jump, the same is not true for a wormhole. Meaning the hunted can engage and still jump through a wormhole, but one cannot engage and dock or jump through a gate.

Not exactly relevant to the conversation but good to know if you are new.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#4 - 2016-10-01 03:36:14 UTC
OP might be referring to infinipoints preventing capitals from jumping a gate...?
Donnachadh
United Allegiance of Undesirables
#5 - 2016-10-01 14:12:01 UTC
You got bit if you will by basic game mechanics.
Jump gates, acceleration gates, docking collar on stations and worm hole entrances all share common mechanics.
You need to be within 2,500 meters to activate the gate, docking sequence or worm hole entrance.
Once a ship is inside that 2,500 meters and they have activated the jump / dock sequence there is nothing you can do to stop them. So your only real course if you are close to the gate is to bump them and try to keep them farther than 2,500 meters.

The command destroyers with the ability to fit the micro jump field may be an option here. I have not played with this capability so there may be restrictions on their use based on range from a gate, station or worm hole entrance but you could look into these as well.
Andrew Indy
Cleaning Crew
#6 - 2016-10-03 07:43:34 UTC
Donnachadh wrote:
You got bit if you will by basic game mechanics.
Jump gates, acceleration gates, docking collar on stations and worm hole entrances all share common mechanics.
You need to be within 2,500 meters to activate the gate, docking sequence or worm hole entrance.
.


WHs have an activation range of 5000m
Sheeth Athonille
Rabid Dogz Mining
#7 - 2016-10-03 08:44:06 UTC
Paranoid Loyd wrote:
Ralph King-Griffin wrote:
nope, same goes for gates and stations.

With the caveat they can not have a flag not allowing them to dock/jump, the same is not true for a wormhole. Meaning the hunted can engage and still jump through a wormhole, but one cannot engage and dock or jump through a gate.

Not exactly relevant to the conversation but good to know if you are new.


Of note, if it is a high sec connection the person will be concorded though. So remember that if you try to play wormhole games :P
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#8 - 2016-10-03 08:59:30 UTC
Ummmm NO?

No criminal act = no criminal flag = no concordokken duder.
SurrenderMonkey
State Protectorate
Caldari State
#9 - 2016-10-03 15:56:28 UTC
Sheeth Athonille wrote:
Paranoid Loyd wrote:
Ralph King-Griffin wrote:
nope, same goes for gates and stations.

With the caveat they can not have a flag not allowing them to dock/jump, the same is not true for a wormhole. Meaning the hunted can engage and still jump through a wormhole, but one cannot engage and dock or jump through a gate.

Not exactly relevant to the conversation but good to know if you are new.


Of note, if it is a high sec connection the person will be concorded though. So remember that if you try to play wormhole games :P


Uh... only if they have a criminal flag, which is pretty unlikely in the given scenario.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Paranoid Loyd
#10 - 2016-10-03 16:12:16 UTC  |  Edited by: Paranoid Loyd
SurrenderMonkey wrote:
Sheeth Athonille wrote:
Paranoid Loyd wrote:
Ralph King-Griffin wrote:
nope, same goes for gates and stations.

With the caveat they can not have a flag not allowing them to dock/jump, the same is not true for a wormhole. Meaning the hunted can engage and still jump through a wormhole, but one cannot engage and dock or jump through a gate.

Not exactly relevant to the conversation but good to know if you are new.


Of note, if it is a high sec connection the person will be concorded though. So remember that if you try to play wormhole games :P


Uh... only if they have a criminal flag, which is pretty unlikely in the given scenario.


Yeah, the only way I can think this would happen is you would have to pod someone in lowsec, jump into a WH, then jump into highsec before the criminal flag timer ended.

This shouldn't happen on the highsec side unless you are a complete fool and fly with your safety on red without the intention of suicide ganking.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Donnachadh
United Allegiance of Undesirables
#11 - 2016-10-04 13:53:20 UTC
Andrew Indy wrote:
Donnachadh wrote:
You got bit if you will by basic game mechanics.
Jump gates, acceleration gates, docking collar on stations and worm hole entrances all share common mechanics.
You need to be within 2,500 meters to activate the gate, docking sequence or worm hole entrance.
.


WHs have an activation range of 5000m

Thank you for the correction.
Serendipity Lost
Repo Industries
#12 - 2016-10-06 11:13:33 UTC
You can't jump DED acceleration gates if you are pointed. They 'use' your ships warp drive. DED gates are the ones found in missions and complexes.

system/region gates - you can jump when pointed
DED acceleration gates - you can NOT jump when pointed