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Can't rely on basic ship navigation?

First post
Author
Herzog Wolfhammer
Sigma Special Tactics Group
#61 - 2015-01-04 22:42:14 UTC
Tisiphone Dira wrote:
Herzog Wolfhammer wrote:


(Of course that was also before "kill everything that moves for no reason" gate camping as a KB full of rookie ships and noob pods was a disgrace back when standards were higher)


Don't forget shuttles!







@ OP You are the one who took out a npc corp pod in jita yesterday using a thrasher, nice troll.


This almost happened to me last week actually. Was running with crim flag and landed just short of the gate range, almost got done in. He got scram on me anyway and I took a few dents. Trying to kill my pod, I mean really, how rude.

At gates, in 400+ thrasher ganks, I've seen the opportunity to do it maybe 5 times, I think it happened once without a sebo, but then I can't know what the other guy was doing, maybe he cancelled the jump or for some reason warped to zero instead of jumping. If I wanted to do it I'd just run smartbombs, forget sebo'ing a thrasher.




That kind of depended on who was in the shuttle.

Generally speaking, players who "knew better" were fair game but I remember going through Amamake in a pod at 2 weeks and being told that's not a good idea to make a habit of it.

Bring back DEEEEP Space!

Vaerah Vahrokha
Vahrokh Consulting
#62 - 2015-01-05 01:41:52 UTC
ShahFluffers wrote:
You do not have to bookmark much, if anything (only gates/stations you frequent and/or have "special concerns" for).

For the most part, you'll land well within docking/jumping distance. The times you do not can be easily corrected with a quick AB/MWD burn into range for a second or two.
The situation you decribed above OP is more or less a fluke. It happens, but not that often. And only with small ships.


Happens on my freighters all the time. Maybe we have a different concept of "small ships"?
Hasikan Miallok
Republic University
Minmatar Republic
#63 - 2015-01-05 03:46:51 UTC
Ned Thomas wrote:
Hasikan Miallok wrote:
On a slighly related note, there does seem a change on gate jumps recently as covops ships can now land close enough to the gate to decloak but not jump for a few seconds. Not everytime but often enough to be noticeable.


I've noticed that and wondered if it was a new-ish thing. I've started decloaking once I'm within 100 km of the gate. Seems to help.


I think its a new bug rather than "feature" as such.

So you de-cloak while still in warp just before you reach the gate ?

I will give that a try. Can't be worse then decloaking on the gate and then just sitting there.
Abrazzar
Vardaugas Family
#64 - 2015-01-05 04:18:34 UTC
Hasikan Miallok wrote:
Ned Thomas wrote:
Hasikan Miallok wrote:
On a slighly related note, there does seem a change on gate jumps recently as covops ships can now land close enough to the gate to decloak but not jump for a few seconds. Not everytime but often enough to be noticeable.


I've noticed that and wondered if it was a new-ish thing. I've started decloaking once I'm within 100 km of the gate. Seems to help.


I think its a new bug rather than "feature" as such.

So you de-cloak while still in warp just before you reach the gate ?

I will give that a try. Can't be worse then decloaking on the gate and then just sitting there.

I think it has to do with the decloaking and activation happening in the same tick. The action then gets refused, even if the decloak happened before and it approaches and tries the action again.

It's similar with opening cans. I warp to a planetary launch container, land within access range but outside automatic decloaking, hit the cloak and then open the can, only to approach for a tick and then the can opens. Sometimes it works properly, same scenario, so it has to do with ticks and how actions are sorted in.