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Warp Jamming 101

 
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Heretic
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Location: Tripoint

PostPosted: Fri Feb 11, 2005 10:41 pm    Post subject: Reply with quote

information about warp scrambling/disrupting
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MuffyBot™
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PostPosted: Wed Feb 23, 2005 6:48 pm    Post subject: errata Reply with quote

Monty Burns wrote:
MinorFreak wrote:
just in case you're wondering: warp DISRUPTORS have to be anchored, and only in 0.0 space. Plus, they cannot bring you OUT of warp.


This needs a little more clarification as, as it is written is wrong [:)]

First, can I suggest you look at this url Warp Disruptors. If you look here you can see two types.

1 - Disruptors that are ship mounted and do NOT bring you out of warp and work as described in the original couple of responses. They just attempt to stop you from ever achieving warp speed.

2 - Deployable disurptors (further down that web page). These DO have to be anchored in 0.0 space, come in various sizes or radius and WILL stop you dead in space if you WARP through its path. As it cannot move people have to predict your flight pattern and deploy it. There are many ways to do this and how to avoid it. As your new you should not see any of these unless you venture by accident into 0.0.



Best of luck and enjoy eve!
[:D]
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Heretic
Chief WO4
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Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Thu Feb 24, 2005 9:56 pm    Post subject: Reply with quote

actually, according to some smart ass troll on the forums, you cannot use MOBILE warp disruptors to bring someone out of warp UNLESS they are in teh same "grid" you end or initiate a warp? wha?

Lallente wrote:
A Grid is the fundamental unit that evespace is divided into, or a square area with roughly 1000km sides. When you leave a Grid you no longer render objects in it. To see this effect in action, fit a fast frigate and travel 1000km away from a station, it will most likely dissappear when you go between 200 and 800km away, and will DEFINATELY have dissappeared once you go 1000km.


full post of lallente wrote:
An explanation of deployable Warp Disruptors:

Come in four sizes:
Micro, not yet ingame
Small, cost around 4-5m
Medium, 15-20m ish (maybe a small amount more)
Large, Not yet on market, but ingame.


Small have a radius of 5km (and so a diameter of 10km), Mediums are 15km (30km diameter).

The modules are carried in cargo to the location where they are needed. At this point, one right clicks on them, and chooses deploy. They do not instantly activate, but take a time variable on their size (small is 5mins, Med 10mins). After that time is elapsed a visible "Warp Bubble" appears around them.

Any ship is within the bubble cannot warp out, regardless of warp core stabalizers. Once outside the bubble warp functions as normal.

If a ship warps in, for instance to a gate, and a bubble is on the path, the ship MAY be brought out of warp (if the bubble is correctly positioned and is large enough, the ship will always be brought out). If brought out of warp, the ship will do one of three things: either it will be inside the bubble, ie stuck, or itll be on the edge of the bubble, OR it will bounce off to a point about 50km away. This last option is believed to be a bug, however if you observe where people bounce to, you can have more ships stationed there, as people ALWAYS bounce to the same place.

People are ONLY AFFECTED by Warp disruptors if enterring or leaving warp. It is believed that this means the SAME GRID as the start or destination of the warp.

A Grid is the fundamental unit that evespace is divided into, or a square area with roughly 1000km sides. When you leave a Grid you no longer render objects in it. To see this effect in action, fit a fast frigate and travel 1000km away from a station, it will most likely dissappear when you go between 200 and 800km away, and will DEFINATELY have dissappeared once you go 1000km.

To effectively Seal off a gate, between 2 and 4 medium disruptors are needed.



so basically, one CANNOT be brought out of warp while you're flying between the departure/destination "grids", but since 1000km is a huuuuuuuuuge distance, one would consider that you CAN be brought out of warp while you're flying between the departure/destination points.

thing is, can you detect on scanner a warp disruptor set at 999km? (with the pirates lurking just outside your grid undetected, of course)
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MuffyBot™
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PostPosted: Fri Feb 25, 2005 2:13 am    Post subject: Reply with quote

Quote:
actually all ships have a warp strength of 1. and u need a warp strength of 1 or more to be able to enter warp. Therefor 1 WCS will negate a 20km disruptor (-1 to warp strength), 2 WCS will negate a 7.5km scrambler (-2 to warp strength).

U should note that scramblers stack between ships so if 2 players have a -2 scrambler on ya, u are scrambled for -4
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PostPosted: Thu Aug 04, 2005 9:31 pm    Post subject: Reply with quote

CCTSMaster wrote:
Scrambers and disruptors stack, even if on different ships. Or, I'm 95% sure they do. The percentage chance wasn't implemented on warp scramblers and disruptors, only the other EW gear, due to excessive whining.
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