| Author |
Topic |
 Cathy Drall Amarr Royal Amarr Institute |
Posted - 2010.03.23 14:08:00 - [ 1]
Hello people,
As you're wonderful with answering and clearing up things for me, I have a few new questions:
1. Sensors, scanning. Do they have anything to do with each other at all? How do sensor strength and sensor resolution relate to each other? Are ships with higher sensor strengths harder to jam? Is it true that Tracking Disruptors are useless against missile launchers? 2. Can I do the starter missions/career agent missions of every race or is it limited to my own? 3. I read that the primary and secondary attribute belonging to a skill have a 2:1 influence on the skill training time. Is that still true, I have the idea that it doesn't? Also it says that most "secondary" learning skills have other attibutes than mem/int but they seem to train exactly as fast as the others at the same SP/hour rate (while my attributes are very different)?! 4. Is there any use for the Augoror except being a cheap energy transfer boat? 5. The Shield compensations skill say "To passive shield hardeners: 5% bonus per skill level to Shield (insert type) resistance." Is a Shield Resistance Amplifier a passsive shield hardener? If not, what is? And if yes: if I train EM compensation, does it also add EM resistance to a Kinetic Resistance Shield Resistance Amplifier? Because that's what the description seems to imply.
Thanks! :) |
 Taross Caldari Laurentson INC
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Posted - 2010.03.23 14:21:00 - [ 2]
1 Sensor strength dictates how hard to jam you are, yes, and (strangely enough) also how hard you are to scan out. They don't actually relate to each other... And, yeah, tracking disruptors are useless against missiles.
2 Yes you can, although you can't have too much of a negative standing with them or they won't talk to you.
3 No, it's a 1:1
4 No.
5 Shield resistance amps are the passive hardeners it refers to, yeah. And, no, you don't get the bonus if you fit another type of hardener... The percentage the skill refers to is a percentage of the resistance the module gives to begin with. And since a thermal hardener give 0 EM resistance, EM shield compenation gives X% of 0 extra... Which is 0. This makes the (damage type) shield compensation skills kinda useless, yes. |
 Cathy Drall Amarr Royal Amarr Institute |
Posted - 2010.03.23 14:38:00 - [ 3]
Edited by: Cathy Drall on 23/03/2010 14:38:28 Thanks, that explains a lot! :)
1. " Sensor strength dictates how hard you are to scan out", what does that exactly mean? You mean if people do a cargo scanning on you and such? So ships specialized in jamming are almost impossible to jam since they have vastly increased sensor strengths?!
2. That's very nice, I believe I may have a -0.02 standing with some factions but that;s hardly a problem I think?! A good way to expand my fleet a little :-)
3. Thanks, that's what I thought; it has been changed then, as I guessed! Any idea about the secondary skills attributes, is it bugged or is the description not correct?
4. Thought so …
5. Ah now I understand! At lvl V it means a 25% addition to the module has, so a 40% EM resist will give 50%! Not sure if it's that useless on big ships with lots of mid slots, if you equip a few of those?! Or does it take up too much slots or doesn't it prevent enough damage to be worth it? |
 Matalino |
Posted - 2010.03.23 14:45:00 - [ 4]
Edited by: Matalino on 23/03/2010 14:48:47 1) Sensor resolution affects the time it takes to get a lock on a target. Sensor strength affects how hard/easy it is for ECM to jam you. Sensor strength along with signature radius is used as a factor in the difficulty of finding you with scan probes. Tracking disruptors are useless against missiles.
3) Yes. Primary attribute adds 60 SP/hour, Secondary attribute adds 30 SP/hour. I don't know why you are getting the same training times. The rank 3 learning skills are primarily dependant on the attribute they boost.
5) Yes, shield resistance amplifiers are passive hardeners. Training EM compensation will not add EM resistance to a Kinetic hardener. The effect of the skill is multiplied by the resistance of the hardener. A 37.5% resistance becomes 45% (37.5 * 1.2) reistance with level 4 of the skill. A 0% resistance would remain 0% regardless of the skill level (0 * X = 0). |
 James Tritanius |
Posted - 2010.03.23 14:53:00 - [ 5]
Okay, I find some of the points in both of the above replies to be objectionable. So, to rectify: Quote: 3. I read that the primary and secondary attribute belonging to a skill have a 2:1 influence on the skill training time. Is that still true, I have the idea that it doesn't? Also it says that most "secondary" learning skills have other attibutes than mem/int but they seem to train exactly as fast as the others at the same SP/hour rate (while my attributes are very different)?!
Correct Answer: The primary:secondary ratio is 2:1, and has always been 2:1. It isn't 1:1 like the first reply suggests. Quote:
4. Is there any use for the Augoror except being a cheap energy transfer boat?
Correct Answer: It has absolutely no use whatsoever, unless you need a ship that can energy transfer over 50km, which is not at all common. It isn't a cheap drone boat as the third response suggests; it only has a 5m^3 dronebay. |
 Matalino |
Posted - 2010.03.23 14:56:00 - [ 6]
Originally by: James Tritanius It isn't a cheap drone boat as the third response suggests; it only has a 5m^3 dronebay.
I was thinking of the Arbitrator. I edited out my response when I released my mistake. Sorry! |
 Toshiro GreyHawk |
Posted - 2010.03.23 15:30:00 - [ 7]
1) My understanding is that is referring to being scanned down by sensor probes. I don't believe it has an effect on cargo/ship scanners - I believe those work if you are in range and that's it. I'm not sure of all the details - but you have scanning other people down with probes, being scanned down with probes, jamming others and being jammed. Then their is the directional scanner itself - but I don't know how that fits in with sensor strength - if at all.
2) Diplomacy can help with your standings in accessing agents you have a negative standing with. You can do the missions for any faction that will talk to you. Start off with their Tutorial Agents and then do their Career Agents. You may need to do the missions for several Tutorial Agents before you can get one of the Career Agents to talk to you. A list of some of the Agents is in my sig. Doing missions for other factions can hurt your standings with their racial enemies. A lot of that has to do with destroying faction ships during these missions. How much free stuff you get now,specifically in skill books has changed so that if you already have a skill you may not get another skill book for it.
3) My understanding is that each skill has a primary and secondary attribute. When you are training a skill you get a certain percentage off your training time for each point of the primary attribute you have and half that again for the secondary attribute. Thus, training a skill's primary attribute will help you twice as much as training it's secondary attribute. Thus, for all the Rank 1 Learning Skills - which have Memory as their Primary and Intelligence as their secondary - Training your Memory skills (Instant Recall & Eidetic Memory) will help you with all of them twice as much as training the Intelligence Attribute skills (Analytical Mine & Logic). The Rank 3 Learning Skills all have their own attribute as their Primary with one of the others as their secondary. If that has changed - I haven't heard about it.
5) You have several different types of armor and shield modules which improve your ships ability to with stand damage of different types. Some are active modules - which do not benefit from the compensation skills when they are active and the passive types which do. The active types do however benefit some from those skills when they are off. The shield skills are under Engineering, the Armor skills are under Mechanic. The best way to see what a module has done for you - is to look in your fitting window and see how the resistances change as you add or take away the module. For Active Modules you can invoke the fitting window in space by hitting Ctrl-Shift-F to bring it up, then turn the active module on and off. Also note the "hp effective" number to see what the cumulative effect on your tank is. This is the number that has been influenced by all your added resists as opposed to the base shield and armor figures. For a ship like an Orca, which has a lot of structure, the addition of a Damage Control II module which cuts in half all damage types to structure - can practically double your effective hit points - when it is turned on. When it is turned off - it does nothing. Here - you need to keep in mind what is going to happen to a ships tank if it has it's cap drained down to nothing - and how likely that is for that ship. These active modules, of course, use cap to function - so they will play a part in draining that cap and thus tend to be somewhat mutually exclusive. You will see few fits which incorporate both an Invulnerability Module and a Shield Booster - as they both use cap. Cap boosters can make up for this - but only so long as the charges you have for them in your hold last.
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