![]() This gives a sufficiently quick tackler ample time to bump the target again. For larger ships in particular, the speed increase coupled by the alignment change will delay the entry into warp by as many as ten seconds as the ship struggles to re-achieve alignment. This will slightly increase the speed of the ship being bumped, and (if done properly) will knock it out of alignment. This is most often done by using a ship with a large mass or great speed to "bump" the ship out of alignment, literally ramming the nose or the tail of the ship attempting to enter warp. Some EVE pilots specialize in knocking ships attempting to enter warp out of alignment. Preventing a ship from entering warp is called "tackling", and is most often done by smaller ships, notably interceptors, frigates, and cruisers.Īligning is normally quite easy for a ship entering warp. Affecting another ship's speed is the most difficult reducing its warp strength is the easiest. In most cases, the latter will be the limiting factor.Īs a result of the above factors, there are four means of preventing or slowing a ship attempting to enter warp: disrupting its alignment, affecting its speed, disrupting its capacitor, or reducing its warp strength. Each race's heavy Transport ship receives a +2 bonus to Warp Strength, giving them a +3 Warp Strength by default.Īssuming sufficient capacitor and +1 warp strength, the time it takes a ship to enter warp is determined by what takes longer: aligning the ship or accelerating to 75% of the ship's current top speed. All ships in EVE have +1 Warp Strength by default. The more capacitor available, the closer the ship can travel at warp toward its target without having to stop and recharge the capacitor before proceeding.įinally, the ship entering warp must have at least +1 Warp Strength. Any amount of capacitor over zero will be sufficient to allow the ship to enter warp. The ship entering warp must have at least some Capacitor. The 75% requirement is measured based on the ship's current top speed. Below the speed indicator are three thin marks indicating 25%, 50%, and 75% speed. Specifically, the ship must be at 75% of its current sub-warp speed. A ship that is out of alignment may not enter warp. ![]() The target must be at least 150 kilometers from your ship.Īlignment specifies that the ship entering warp must be pointed in the direction it wishes to go to warp, to within five degrees. Finally, a member of your fleet, a jettisoned can, or a wrecked spaceship can act as a warp target. But a bookmark in deep space is also a known target, as is a ship or celestial object locked down by a probe ship. Planets, moons, stargates, and stations are the most common targets. Warp disruption is available to virtually any ship, though some classes of ships are particularly effective at it.Įntering warp drive in EVE requires five things:Ī warp Target is some form of celestial object with a known location in space. Warp drive at various speeds is available to every starship in EVE, from the largest super-capital ships to the humble shuttle and pod. Conversely, the only time an undocked EVE starship is truly safe is while it is traveling at warp drive. Preventing a ship from entering warp drive will keep it from escaping destruction. Using, and preventing the use of warp drive is an integral part of EVE PvP combat. ![]() Virtually any movement of over a hundred kilometers will require its use. From almost the very first moment an EVE player begins play, he or she will become used to Aura's computer voice announcing "Warp Drive, active." Warp drive is the most important propulsion system available in your ship. ![]()
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