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training:guides:capitals [2020/07/12 10:32]
muleo
training:guides:capitals [2021/08/18 19:56] (current)
quasihuman Added a few bits about jumping via watchlist.
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 === Jump drives === === Jump drives ===
  
-  ​  ​You are at 'jump cap' (>71.25% capacitor)+Your capital ship has a jump drive which can instantly teleport you to a cyno in range (7 ly for a capital, 6 ly for a supercapital). Several criteria must be met: 
 + 
 +  ​- You are at 'jump cap' (>71.25% capacitor)
   - You are not pointed (warp disrupted/​scrambled) or bubbled   - You are not pointed (warp disrupted/​scrambled) or bubbled
   - You are not in siege (more on this later) or cloaked   - You are not in siege (more on this later) or cloaked
 +  - You have no session timer
   - You do not have red jump fatigue timer   - You do not have red jump fatigue timer
   - You need to be in the same fleet as the character lighting the cyno   - You need to be in the same fleet as the character lighting the cyno
 +  - You have enough of the correct racial isotopes for your ship
 +
 +After jumping you will be unable to tether for 30 seconds, which means you can be tackled. Dock quickly to avoid this, this also means you shouldn'​t cyno your capital onto anything smaller than a fortizar (or supercapital on smaller than keepstar) unless you know what you are doing. \\  \\ You will have used up a large chunk of your capacitor so you should start capping up as soon as possible, so you are ready to jump out or use your emergency hull energizer (EHE).
 +
 +{{https://​wiki.pleaseignore.com/​_media/​training:​guides:​rcjt.png?​nolink&​324x334}}
 +
 +Whenever possible, do NOT jump to a Pharolux Cyno Beacon (the anchored upwell structure - aka a 'cyno beacon'​). They are always anchored far from the safety of a tetherable structure, and you will be very vulnerable when warping off. Cyno beacons are often camped and many, many unwary capital pilots have died jumping to anchored beacons. To make matters worse, some //​unscrupulous//​ groups anchor cyno-beacons on common routes and bubble-spam them to catch and kill 
 +
 +
 +With that in mind, it is HIGHLY recommended to add the cyno-character to your watchlist, and jump via right-clicking on the name, then clicking 'Jump to Member'​. This avoids the mistake-prone capacitor-menu'​s Jump-To sub-menu - this menu has all available cyno-beacons in range. If you are lighting a cyno for others - typing '​CCCC'​ in fleet-chat is a common way to identify yourself as a cyno. 
 +
 +If you cannot light your own cyno via a Recon cruiser, you can use a Mobile Cyno Beacon: https://​everef.net/​type/​57319 ​
 +
  
-After jumping you will be unable to tether for 30 seconds, which means you can be tackled. Dock quickly to avoid this, this also means you shouldn'​t cyno your capital onto anything smaller than a fortizar (or supercapital on smaller than keepstar) unless you know what you are doing. \\  \\ You will have used up your 'jump capacitor'​ so you should start capping up as soon as possible, so you are ready to jump out or use your emergency hull energizer (EHE). \\ |{{https://​wiki.pleaseignore.com/​_media/​training:​guides:​rcjt.png?​nolink&​324x334}}| 
  
 === Siege (Siege/​Triage/​Industrial Core) === === Siege (Siege/​Triage/​Industrial Core) ===
  
-Dreadnought have the Siege Module, faxes have the Triage Module. These use strontium clathrates to activate and immobilize your ship (preventing travel, warping, jumping, cloaking, docking etc) and prevent remote assistance (you can't be repped or receive capacitor transfer) but in exchange your local active rep gets boosted and your outgoing dps and reps get boosted. Because of the downsides FC will tell you when to siege (siege green) and when to exit siege (siege red). \\ It is important when you first jump in to wait until your speed is lower than 10 m/s before sieging. If you bump and siege, the increased mass from sieging will mean you go flying off.+Dreadnought have the Siege Module, faxes have the Triage Module ​(and rorquals have indy core but whatever). These use strontium clathrates to activate and immobilize your ship (preventing travel, warping, jumping, cloaking, docking etc) and prevent remote assistance (you can't be repped or receive capacitor transfer) but in exchange your local active rep gets boosted and your outgoing dps and reps get boosted. Because of these downsides FC will tell you when to siege (siege green) and when to exit siege (siege red). 
 + 
 +It is important when you first jump in to wait until your speed is lower than 10 m/s before sieging. If you bump and siege, the increased mass from sieging will mean you maintain that speed quite well and you will drift significantly.
  
 === Fleet hangar === === Fleet hangar ===
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 === Useful refits === === Useful refits ===
  
-500mn Microwarpdrive + 3x Inertial Stabilizers:​ Useful while gate travelling, one cycle of 500mn will align you to warp in 10 seconds ​\\ Cloak: Useful for cloaking up after a small hot drop or during move ops \\ Heavy cap boosters: If your fit doesn'​t have a cap booster you can carry extra refit cap boosters. Fit one or more so you can quickly inject capacitor ​\\ Capacitor Flux Coils + Cap Rechargers: Similar to cap boosters, these will let you cap up passively((Flux coils have the added benefit of reducing your total capacitor pool so you can quickly reach jump cap with only a few cap booster injections)) ​  \\ Warp Core Stabilizers:​ Adds warp core strength which might help you escape being pointed+  * 500mn Microwarpdrive + 3x Inertial Stabilizers:​ Useful while gate travelling, one cycle of 500mn will align you to warp in 10 seconds 
 +  * Cloak: Useful for cloaking up after a small hot drop or during move ops 
 +  * Heavy cap boosters: If your fit doesn'​t have a cap booster you can carry extra refit cap boosters. Fit one or more so you can quickly inject capacitor 
 +  * Capacitor Flux Coils + Cap Rechargers: Similar to cap boosters, these will let you cap up passively((Flux coils have the added benefit of reducing your total capacitor pool so you can quickly reach jump cap with only a few cap booster injections)) 
 +  * Warp Core Stabilizers:​ Adds warp core strength which might help you escape being pointed 
 + 
 +=== Insurance === 
 + 
 +In the event of a loss the SRP payout assumes you fully insured your capital, which can mean a ~300m loss if you do not insure. Insurance is actually quite simple, you get a base insurance payout which you get even for not insuring, and if you pay the optional premium insurance, you get back double what you paid if you die before the insurance contract (3 months) runs out. So it boils down to.. **do you believe your chance of dying in the next 3 months is >50%**, if so, insuring is worth it. 
 + 
 +The reason this is complicated is because if you don't happen to die in those 3 months you have just thrown 300m away, many veterans will tell you about all the isk they'​ve wasted insuring capitals. It's essentially a bet, and you need to make that call depending on the fight you're jumping in to, what ship you're in, how active you are planning to be (and how many capital fights you expect in the next three months) etc etc. //However don't just insure a capital as soon as you buy it, wait until there'​s a fight and you undock.// 
 + 
 +For bomb dreads (Moros especially, Phoenixes not as much) and faxes in a big capital fight it is usually worth insuring (and FC will probably remind you). One trick to ensuring you insure, is to load up the insurance window and drag it on top of your undock button so that when FC calls for undock, you don't forget to insure. 
 + 
 +Carriers generally don't die as often, so that call is up to you.
  
 ===== Hull specific summary ===== ===== Hull specific summary =====
training/guides/capitals.1594549974.txt.gz · Last modified: 2020/07/12 10:32 by muleo