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Warp Core Stabilizers

Author
Hyku P'tiboo
Strategic Exploration and Development Corp
Silent Company
#1 - 2013-07-10 02:50:34 UTC
Just 2 quick questions :

1) If I fit 1 warp core stabilizer on my ship I will counter 1 warp jammer ? So my opponent needs to have 2 warp jammers to jam me right ?

2) If I want to use jammers (preferably multi spectrum jammers) I have to target my opponent first and then activate the jammers right ?
Amir Rayman
Doomheim
#2 - 2013-07-10 03:05:31 UTC
Hyku P'tiboo wrote:
Just 2 quick questions :

1) If I fit 1 warp core stabilizer on my ship I will counter 1 warp jammer ? So my opponent needs to have 2 warp jammers to jam me right ?

2) If I want to use jammers (preferably multi spectrum jammers) I have to target my opponent first and then activate the jammers right ?


1)
Warp Scram got 2 points so you need 2 warp core stablizer if you want to warp out.

if the enemy using Warp Disruptor which have 1point, yes he need 2 warp disruptor.
Froggy Storm
KarmaFleet
Goonswarm Federation
#3 - 2013-07-10 06:26:13 UTC
2) Yes you need to target and activate almost all ewar modules for them to work. Lock breaker (I believe) is the only exception.
Whitehound
#4 - 2013-07-10 07:03:11 UTC  |  Edited by: Whitehound
Also know that officer warp disruptors have a strength of +2, and some faction warp scramblers have a strength of +3.

Heavy Interdictors can fit a module that projects a focused beam with an infinite strength! It means no amount of warp core stabs will help you against such a ship.

Alternatively can you look into the MWD/cloak trick.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Mycael
Air
The Initiative.
#5 - 2013-07-10 07:29:59 UTC
Whitehound wrote:
Also know that some faction warp disruptors have a strength of +2


Only officer ones afaik. Could have changed at some point.
Hyku P'tiboo
Strategic Exploration and Development Corp
Silent Company
#6 - 2013-07-10 08:21:19 UTC
Thank you all.

Whitehound wrote:
Alternatively can you look into the MWD/cloak trick.
I'm already using this trick. I was looking for an escape method while hacking sites. I did get jumped a few times by pilotes already cloacked at the site just waiting for me to hack and the split seconds I'm more focused on the mini game or can's spew are usually enough for them to lock and jam me. At that point, I'm dead meat.

Froggy Storm wrote:
Lock breaker (I believe) is the only exception.
That is exactly what I'm looking for but I was unable to find.
Whitehound
#7 - 2013-07-10 09:13:06 UTC
Mycael wrote:
Whitehound wrote:
Also know that some faction warp disruptors have a strength of +2


Only officer ones afaik. Could have changed at some point.

You are right. Only officer disruptors have a strength of +2. The faction scramblers with +3 are: Khanid Navy, Republic Fleet, Shadow Serpentis, True Sansha

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Marc Callan
Center for Advanced Studies
Gallente Federation
#8 - 2013-07-10 10:42:51 UTC
There are two ways to break target locks without needing to target the offending ship: the Target Spectrum Breaker (only fits on battleships) and ECM Burst (short range).

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

Trin Javidan
Caymen Labs
#9 - 2013-07-10 11:02:40 UTC
Warp stabs needs buff
Perihelion Olenard
#10 - 2013-07-10 11:13:12 UTC
Trin Javidan wrote:
Warp stabs needs buff

No, they are annoying as it is.
Meditril
Hoplite Brigade
Ushra'Khan
#11 - 2013-07-10 11:25:43 UTC
Amir Rayman wrote:
Hyku P'tiboo wrote:
Just 2 quick questions :

1) If I fit 1 warp core stabilizer on my ship I will counter 1 warp jammer ? So my opponent needs to have 2 warp jammers to jam me right ?

2) If I want to use jammers (preferably multi spectrum jammers) I have to target my opponent first and then activate the jammers right ?


1)
Warp Scram got 2 points so you need 2 warp core stablizer if you want to warp out.

if the enemy using Warp Disruptor which have 1point, yes he need 2 warp disruptor.


Faction warp scrams (at least the Minmatar ones) have 3 points...
Froggy Storm
KarmaFleet
Goonswarm Federation
#12 - 2013-07-10 11:56:03 UTC
Also don't forget ecm drones. Spit them out when you warp in and when you get pointed the drones should agro. Not perfect but could save you. But again won't really work on covops too well.
Markku Laaksonen
School of Applied Knowledge
Caldari State
#13 - 2013-07-10 22:33:02 UTC  |  Edited by: Markku Laaksonen
Perihelion Olenard wrote:
Trin Javidan wrote:
Warp stabs needs buff

No, they are annoying as it is.


They are annoying to fit. The only thing that warp stabs are good for is warp stabs. If you add a single warp stab to your ship, it gimps your ability to do anything besides travel and hope they don't have enough disruption points or that you get bubbled.

The penalties to scan res and lock range are too severe. Maybe if the penalties could be stacking penalized while the warp strength added without stacking penalty (like now), that would help too.

ECM drones on a warp stab fit are useless.
-If they don't have enough scrams to stop you, you don't need the ECM drones.
-If you try to launch them before you get aggressed hoping the drone AI correctly goes for the scrammer, you're a one trick pony. You're probably gonna blow up.
-If they have enough scrams to stop you, the warp stabs mean you'll spend too long or be too far for a target lock to use the ECM drones. You would need to have the presence of mind and time to offline your warp stabs in a combat situation. You're probably gonna blow up.

Any fit for any role other than slightly safer travel (and they're only marginally good for traveling) becomes utterly useless when you put a warp stab on it.
PvPing? Spend 3 minutes to lock a target, be 1km from it.
Running missions? Spend 3 minutes to lock an NPC, be 1km from it.
Mining? Spend 3 minutes to lock a rock, be 1km from it. Slow boat to next.
Exploring? Spend 3 minutes to lock a can, be 1km from it. 3 minutes to lock the next can.
Traveling with 2 stabs? Hostile gets a scram and his buddy points you. Stabs are instantly and completely useless, and your MWD shuts down wit ha single scram regardless. Should have fit nanos for faster GTFO.

I exaggerate, but only to make a point. A rework of the warp disruption/stability mechanic could possibly be worthwhile.

Edit: Fixed typo.

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Leopold Caine
Stillwater Corporation
#14 - 2013-07-11 11:36:34 UTC
Also, remember that no amount of stabs will save you if you

a) get tackled by a scripted Warp Disruption Field Generator on a Heavy Interdictor Cruiser

b) get bumped away from your alignment
  • Leopold Caine, Domination Malakim

Angels are never far...

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IIshira
School of Applied Knowledge
Caldari State
#15 - 2013-07-11 13:25:30 UTC  |  Edited by: IIshira
Markku Laaksonen wrote:
Stuff


To quote CCP "Working as intended"

Warp stabs are meant for travel fits. To fit them on a combat ship (PVP or PVE) is a very bad idea and a common noob mistake. Unless it's one of the tanky mining barges warp stabs won't save you (in a barge) from a proper gank. You will be long dead before you align.

If you're worried about gate camps use a scout. Oh what is that?.... You don't can't afford two accounts? This is completely understandable. Just ask a corp mate or friend to scout for you. You don't have corp mates or friends in the game?... Umm Eve is not a solo game so hurry up and make some or join a corp!


If you made warp stabs where they were efficient on combat ships this would make warp distruptors and scramblers useless for most PVP.
Deacon Abox
Black Eagle5
#16 - 2013-07-11 17:03:28 UTC
Warp stabs actually need more drawbacks imo.

How about inability to cloak? This would force you to chose between the two mods. Smile

How about even stronger borking of your locking abilities? P

many more suggestions could be listed. Twisted

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

DeAira Skord
Brutor Tribe
Minmatar Republic
#17 - 2013-07-12 03:35:12 UTC
You guys aren't paying attention. Hyku (and I) are wondering if there is anything we can fit so we can have a chance against covops in data/relic sites.

Doesn't look like it. Easy pickings for covops?

Voyager Arran
Brutor Tribe
Minmatar Republic
#18 - 2013-07-12 06:08:53 UTC
ECM drones have been mentioned, but given that the typical Covops is made out of paper it's unlikely that they would actually get a jam off before you died. Covops ships are really good at not getting caught, and really really bad at getting away if they are. You can certainly fit stabs or some ECM on your ship and hope to get lucky, but don't count on living through an ambush that gets as far as you being pointed.
Bertrand Butler
Cras es Noster
#19 - 2013-07-12 07:26:03 UTC
Quote:
You guys aren't paying attention. Hyku (and I) are wondering if there is anything we can fit so we can have a chance against covops in data/relic sites.

Doesn't look like it. Easy pickings for covops?


Use an exploration T3/recon
Leopold Caine
Stillwater Corporation
#20 - 2013-07-12 08:09:44 UTC
Bertrand Butler wrote:
Quote:
You guys aren't paying attention. Hyku (and I) are wondering if there is anything we can fit so we can have a chance against covops in data/relic sites.

Doesn't look like it. Easy pickings for covops?


Use an exploration T3/recon


Because those are somehow immune to being targetted by cov ops?

Simpler than that, bring a t1 probing frigate, no one will be bothered to try probing it down unless they're really bored.
  • Leopold Caine, Domination Malakim

Angels are never far...

Stillwater Corporation Recruitment Open - Angel Cartel Bloc

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