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How to Light a Cyno ???

Author
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#1 - 2012-07-04 00:10:46 UTC
I've been playing around with a cyno alt as I am ready to start jumping. Depending on objective, I'll either be using my Thanatos or a Nomad.

I'm hoping you can comment on the strategies of navigating to a system and lighting a cyno with the goal of minimizing noobish stupidity during jumps.

For example:
1) there is a 10 minute cycle time during which the cyno ship is immobile. Do I simply write off a frigate every time I light a cyno? Can the pilot light the cyno and eject then warp to safe spot?
2) Are there different startegies for jumping a freighter compared to a carrier, or do you use the same strategy and execute prime objective when you reach the destination?
3) I know it's skill and fuel dependent, but how far can a ship actually jump? I think in terms of systems better than AUs.
4) Is there a different strategy for a run that requires several jumps or are the logistics the same as a single jump simply repeated?
5) Can jumps be made directly into/out of w-space? Or is this doable but under the topic of item 6:
6) What are the classic mistakes that will get me blown up? And I know you will be looking for me ...

Any comments would be appreciated.
Linda Shadowborn
Dark Steel Industries
#2 - 2012-07-04 00:31:26 UTC
1. no you cant leave the ship. as for writing it off, depends.. if you hotdrop into a major fleet fight.. yes... if moving stuff to a system you control...

2. i would say there are different strategies depending on your goal not the ship.

3. http://www.eve-icsc.com/jumptools/jumpplanner.php

4. different, you fit so you can refill your cap fast when you make multiple jumps.

5. nope. have to use the wormhole.

6. learn how to cyno at stations. fit a salvager and only light it when on the overlay the salvager bubble isnt touching the station. that way your cap ship wont go hurtling into space at high speeds due to bumping off the station
drdxie
#3 - 2012-07-04 00:47:38 UTC
If you can, always light cyno close enough to the station for the carrier to dock, use the savager method above. I always jump with a cloak on my carrier, that way if something goes wrong you can at least have some protection. If you not lighting on a station, always warp the carrier of when landing if local is not all blue, I do it anyway, too many awoxers about. I have seen people gate jump from far off just to get on to carrier kills.

Caldari Loving needed.. https://forums.eveonline.com/default.aspx?g=posts&m=1608277&#post1608277

Tau Cabalander
Retirement Retreat
Working Stiffs
#4 - 2012-07-04 02:17:12 UTC  |  Edited by: Tau Cabalander
1. You can use a cyno rookie ship, but every cyno should be considered a write-off if you don't have a fleet jumping.

2. Same strategies. Always jump to a station, never to a gate, and only on-grid (over 150 km) to a POS if you have to (webs on the cyno ship recommended for it is dangerous).

3. http://evemaps.dotlan.net/jump also, look at your starmap when it is un-flattened and you will see a sphere of your range. Othwise do the math: base distance * (1 + Jump Drive Calibration * 0.25) light years. Ships with a distance bonus are similarly multiplied.

4. Same, though capacitor is a big worry if you can't jump to a station. You are dead in the water until you can jump again.

5. No.

6. Bouncing off of a structure. Jumping to gate. Cynoing < 150 km away from a POS. Trusting someone with the cyno.

PRACTICE ON THE TEST SEVER! (Singularity = SiSi) All ships only cost 100 ISK there. On SiSi you can also easily make ISK by buying a ship, insuring it, and self-destructing.
Kalar Freno
Native Freshfood
Minmatar Republic
#5 - 2012-07-05 10:31:07 UTC
You seem to have got answers to your questions but you might find this helpful:

http://www.evealtruist.com/2012/04/how-to-move-capital-ship.html
Danny John-Peter
Blue Canary
Watch This
#6 - 2012-07-05 13:21:24 UTC
For Cynoing ships in a Kestrel with dual webs is the best bet, plenty of cargo and the dual web will allow you to insta-warp any cap ship if you arent on a station.