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Scythe773
Posted - 2006.06.28 11:26:00 - [1]
 

ok, just started about 4-5 days ago and i have a decent grip on the basics, but there are some specifics that i have questions about that were either not explained or only vaugely refered to.

also, i read battleclinics new player guide and in there it said ECMs only stop a target from locking you befor it actually begin to lock on you. However it also says they have unlimited range which i think is outdated as it was written in 2004. So i was just wondering if this still holds true, do ECMs only work on a target before he has locked on you or can you continue to try and break his lock after he has you in his sites.

do defender missiles require you to be locked on the guy firing at you? do you need to fire them manually or do they automatically try and shoot down any missile flying towards you?

this phrase appears on a lot of mods -- Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
now i understand that if i use for example 2 pieces of adaptive nanoplating i will get a penalty. but when it says similar moduels does it mean moduels of the same type? (such as another type of resistance plating in the case of adaptive nanoplatin) or does it mean another mod that affects resistances such as damage control?

what is the base range of control you have for drones? (with 0 scout drone skills)

i know that the number of drones you can control is based on your skills but can you put more drones into your drone bay than you can control? for instance if i can control 10 drone but have room for 20 in my drone bay can i put in 20, but only control 10 at a time? or can i only put up to 10 drones in my drone bay?

is it possible to get 100% resists and therefore be immune to damage. I figured that with damage control, energized plating and 1 of each type of the armor hardeners constantly active you could effectively have 100% resists against all types of damage for armor. your ship would probably suck in actually doing damage but is it possible to make an "invulnerable" ship this way that can take any type of damage and shrug it off? or is there a max to resists or something.

thanks in advance

Volamsen
Posted - 2006.06.28 11:36:00 - [2]
 

YOu can put more drones than you can control in your drone bay. If you can control 10, then put 20 because if one gets destroyed you can just launch another :)...

Also there is a dandy article on the fittings and modules (spelling?) board about stacking :)

Darwinia
Minmatar
Posted - 2006.06.28 11:40:00 - [3]
 

Originally by: Scythe773
ok, just started about 4-5 days ago and i have a decent grip on the basics, but there are some specifics that i have questions about that were either not explained or only vaugely refered to.

also, i read battleclinics new player guide and in there it said ECMs only stop a target from locking you befor it actually begin to lock on you. However it also says they have unlimited range which i think is outdated as it was written in 2004. So i was just wondering if this still holds true, do ECMs only work on a target before he has locked on you or can you continue to try and break his lock after he has you in his sites.



ECM now has optimal and falloff like guns. It is at 100% of its power at optimal then less and less effective to optimal+fallow and practically useless after that.
It is now chance based. Each module has % chance to jam a ship, based on ECM strength vs sensor strength of the ship. The target doesn't have to lock you for ECM to work.

Originally by: Scythe773

do defender missiles require you to be locked on the guy firing at you? do you need to fire them manually or do they automatically try and shoot down any missile flying towards you?



Defenders will automaticly shoot down any missiles that are coming at you at the time the defender is fired. If there are none at that moment, the defender will float in space until it expires. A 'floating' defender will NOT engage a missile that is fired at you afterwards. You can have the launcer on auto, but you will waste defenders (not that they are expensive, mind you).

Originally by: Scythe773

this phrase appears on a lot of mods -- Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
now i understand that if i use for example 2 pieces of adaptive nanoplating i will get a penalty. but when it says similar moduels does it mean moduels of the same type? (such as another type of resistance plating in the case of adaptive nanoplatin) or does it mean another mod that affects resistances such as damage control?



It depends on the type of the bonus that the module gives. If you put together a passive hardener and an adaptive nanoplate they will have a penality. A damage mod and a nanoplate will not, since they 'stack'. Which effects stack and which not it's not really clear.. it can be learn only trough experimentation.

Originally by: Scythe773

what is the base range of control you have for drones? (with 0 scout drone skills)



20 km IIRC (or 15 ?)

Originally by: Scythe773

i know that the number of drones you can control is based on your skills but can you put more drones into your drone bay than you can control? for instance if i can control 10 drone but have room for 20 in my drone bay can i put in 20, but only control 10 at a time? or can i only put up to 10 drones in my drone bay?



You can put as many drones in your bay as you can fit... even drones you can't use yet (like t2). You won't be able to launch them, though.

Originally by: Scythe773

is it possible to get 100% resists and therefore be immune to damage. I figured that with damage control, energized plating and 1 of each type of the armor hardeners constantly active you could effectively have 100% resists against all types of damage for armor. your ship would probably suck in actually doing damage but is it possible to make an "invulnerable" ship this way that can take any type of damage and shrug it off? or is there a max to resists or something.

thanks in advance


No, for the very simple reason that hardeners work on the 'restant' resistance.
So if you have a 50% base resistance and put on a 50% hardener, you'll get 75% resistance total (50% of 50%). If you put another 50% hardener on you should get 87.5%, but you'll get even less, because the second hardener has a penality.

Marine HK4861
Caldari
State Protectorate
Posted - 2006.06.28 11:41:00 - [4]
 

Originally by: Scythe773

So i was just wondering if this still holds true, do ECMs only work on a target before he has locked on you or can you continue to try and break his lock after he has you in his sites.



If an ECM sucessfully jams you, you lose all locks for the duration of the cycle.
If you haven't already locked anything, then you cannot unlock until the ECM's duration has finished.

Quote:

do defender missiles require you to be locked on the guy firing at you? do you need to fire them manually or do they automatically try and shoot down any missile flying towards you?



Defenders have to be manually activated and can only be activated if a hostile missile is inflight towards you.
There's no need for locks as the defender will (supposedly) intercept incoming missiles.
Currently they don't work very well (I find they're uselss at less than 20km), although the devs are looking into defenders.

Quote:

this phrase appears on a lot of mods -- Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
now i understand that if i use for example 2 pieces of adaptive nanoplating i will get a penalty. but when it says similar moduels does it mean moduels of the same type? (such as another type of resistance plating in the case of adaptive nanoplatin) or does it mean another mod that affects resistances such as damage control?



Any module affecting the same statistic is penalised.
Damage resistance is the hardest example as the effectiveness of the module is applied to the unresisted damage: ie, you have two modules of 50% effectiveness.
The first module takes off 50% of the damage and the second module takes off (50% x 50% = 25%) 25% of the damage for a total of 75% resistance.
In actuality, the second module has its effectiveness penalised, so the overall resist is closer to 72%.

Quote:

what is the base range of control you have for drones? (with 0 scout drone skills)



20km.

Quote:

i know that the number of drones you can control is based on your skills but can you put more drones into your drone bay than you can control? for instance if i can control 10 drone but have room for 20 in my drone bay can i put in 20, but only control 10 at a time? or can i only put up to 10 drones in my drone bay?



You can put as many drones in your drone bay as you have space. You can only have as many operational drones in space as your skills allow, therefore the spares can be used as reinforcements as your operational ones die.

Quote:

is it possible to get 100% resists and therefore be immune to damage. I figured that with damage control, energized plating and 1 of each type of the armor hardeners constantly active you could effectively have 100% resists against all types of damage for armor.



No. Damage resists are applied asymptotically, so it's impossible to get 100%. See detailed example above for why you can't get 100% resists.
Even the Polaris Interceptors used by ISD only have 99.9% resists. (Although they do have a 2 second shield regen time and a few thousand hp...)

Varis
Jericho Fraction
The Star Fraction
Posted - 2006.06.28 11:44:00 - [5]
 

Originally by: Scythe773
ok, just started about 4-5 days ago and i have a decent grip on the basics, but there are some specifics that i have questions about that were either not explained or only vaugely refered to.


welcome aboard! hope you enjoy your time

Quote:

also, i read battleclinics new player guide and in there it said ECMs only stop a target from locking you befor it actually begin to lock on you. However it also says they have unlimited range which i think is outdated as it was written in 2004. So i was just wondering if this still holds true, do ECMs only work on a target before he has locked on you or can you continue to try and break his lock after he has you in his sites.


OK. ECM is different from that guide. There are different types of ecm as well. The "racial specific" ones (gravimetric, etc) try to overwealm the targets sensors. You have a % chance depending on the ecm strength, and the target ship sensor strength.
If the ECm works, the target ship looses all locks and cannot lock onto anything new until the ecm stope working. - they also have ranges and falloff etc.
And they work at any time.

Quote:

do defender missiles require you to be locked on the guy firing at you? do you need to fire them manually or do they automatically try and shoot down any missile flying towards you?


Defenders are pretty much useless. They can be fired at any time (dont need lock) and will automatically go for the closest missile targetting you. Problem is, if you fire three or four, they all go for the same missile, and they dont switch targets - so the first missile might go pop, but the rest of the volley will kill you.

Quote:

this phrase appears on a lot of mods -- Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
now i understand that if i use for example 2 pieces of adaptive nanoplating i will get a penalty. but when it says similar moduels does it mean moduels of the same type? (such as another type of resistance plating in the case of adaptive nanoplatin) or does it mean another mod that affects resistances such as damage control?


Means - of the same type - basically if you have 2 or more mods affecting a particular resistance, the 2nd 3rd etc dont get full effect. Same for things like optimal bonus, or tracking speed etc.

Quote:

what is the base range of control you have for drones? (with 0 scout drone skills)


20k i believe.

Quote:

i know that the number of drones you can control is based on your skills but can you put more drones into your drone bay than you can control? for instance if i can control 10 drone but have room for 20 in my drone bay can i put in 20, but only control 10 at a time? or can i only put up to 10 drones in my drone bay?


yes you can carry lots of drones. You can only have 5 drones out and flying around though (unless you are in a ship with special bonuses)

Quote:

is it possible to get 100% resists and therefore be immune to damage. I figured that with damage control, energized plating and 1 of each type of the armor hardeners constantly active you could effectively have 100% resists against all types of damage for armor. your ship would probably suck in actually doing damage but is it possible to make an "invulnerable" ship this way that can take any type of damage and shrug it off? or is there a max to resists or something.


doesn't quite work like that.
if you have 0% resistance (like shields to emp) and put on a 40% hardener - you will then have a 40% resistance to emp.
but... if you already ahve 50% resistance, and put on that same 40% hardener, you get a bonus of 40% less of what you are vulnerable to - so 40% of the unprotected 50% - so your total resistance will be 70% (NOT 90%)

Hope this helped...

Sonya Rayner
Fairlight Corp
Rooks and Kings
Posted - 2006.06.28 11:56:00 - [6]
 

Originally by: Scythe773
ok, just started about 4-5 days ago and i have a decent grip on the basics, but there are some specifics that i have questions about that were either not explained or only vaugely refered to.

also, i read battleclinics new player guide and in there it said ECMs only stop a target from locking you befor it actually begin to lock on you. However it also says they have unlimited range which i think is outdated as it was written in 2004. So i was just wondering if this still holds true, do ECMs only work on a target before he has locked on you or can you continue to try and break his lock after he has you in his sites.


yes, ECMs can break active lock on you, their range is limited by "optimal range" and "falloff radius" modifiers.

Originally by: Scythe773
do defender missiles require you to be locked on the guy firing at you? do you need to fire them manually or do they automatically try and shoot down any missile flying towards you?

No, you don't have to have him/her locked.
No, you have to activate the launcher automatically, it'll activate only if any hostile missiles around, and defenders will automatically track them down.
Defenders are much like FoFs, except for that they target missiles instead of ships.

Originally by: Scythe773
this phrase appears on a lot of mods -- Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
now i understand that if i use for example 2 pieces of adaptive nanoplating i will get a penalty. but when it says similar moduels does it mean moduels of the same type? (such as another type of resistance plating in the case of adaptive nanoplatin) or does it mean another mod that affects resistances such as damage control?

Yes, penalties affects all modules that modifies the same atrribute, i.e. if you use adaptive nano membrane and magnetic membrane, you'd get penalty only on kinetic resistance bonus. Same with damage controls/hardeners/weapon upgrades/etc.

Originally by: Scythe773
what is the base range of control you have for drones? (with 0 scout drone skills)

20 km. +5km per scout drone ops level.

Originally by: Scythe773
i know that the number of drones you can control is based on your skills but can you put more drones into your drone bay than you can control? for instance if i can control 10 drone but have room for 20 in my drone bay can i put in 20, but only control 10 at a time? or can i only put up to 10 drones in my drone bay?

No, you can put as much drones to droe bay as you wish. Even those you have not skills for. However it will not let you to launch drones if you've exceeded maximum drones in space limit or don't have skills for.

Originally by: Scythe773
is it possible to get 100% resists and therefore be immune to damage. I figured that with damage control, energized plating and 1 of each type of the armor hardeners constantly active you could effectively have 100% resists against all types of damage for armor. your ship would probably suck in actually doing damage but is it possible to make an "invulnerable" ship this way that can take any type of damage and shrug it off? or is there a max to resists or something.

No. Effects of hardeners/resistance platings/amplifiers are cumulative. It means, that it affects only the part of damage whic is not resisted. Let me explain on that.
Let's say, you have a base explosive armor resistance of 20%. Now you add an energized reactive membrane (+32.5% expl resistance bonus). Your new resistance would be calculated using the following formula: 1-(1-[Base Resistance])*(1-[Resistance Bonus]), that is, 1-(1-0.2)*(1-0.325) = 0.46 = 46%
When adding one more, the current restsance acts as a base resisatnce (meaning the 46% in example goes into the [Base Resistance] place).

Sonya Rayner
Fairlight Corp
Rooks and Kings
Posted - 2006.06.28 11:59:00 - [7]
 

Edited by: Sonya Rayner on 28/06/2006 12:00:14
This formula, however, does not take any penalties in account, though it'll be true for one or two hardeners, for three or more there will be noticeable deviation from calculated.



p.s. what a lot of answers Very Happy


 

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