![]() ![]() ![]() Modules like Reinforced bulkheads increase your "agility modifier", and INCREASE the time it takes to accelerate.Īrmore Plates increase your mass, which increases the time it takes to enter warp. Nanofiber Internal Structures, Inertia Stabalizers, Low Friction Nozzle Joints, and Polycarbon Engine Housing all decrease your "agility modifier," allowing you to accelerate faster, and hence allow you to enter warp more quickly. If you are starting from a complete stop, you have no direction (no matter what your screen displays), and so the time to enter warp is only the time to accelerate to 75% speed.Īcceleration is a function of your ship's mass and your ships agility. To Enter warp, you must be aligned towards your destination and traveling at 75% of your max speed. Solo lowsec roams are suicide in most cases if you are prepared, It's simply a shorthand way of saying 'Jump through one (or more) gates and tell us what you see'.Īnd yes, if you have to ask how to solo in lowsec, you're definitely not prepared. Some of us (usually in fleets) may call this a "doing a +1" (or +2, or +3). If you have to ask how, you're not ready for it. There is nothing that will save a T1 hauler blindly jumping through lowsec - you can improve the odds with nanos and warp stabs but your luck will still run out, probably sooner rather than later.ġ) Train for a blockade runner (these are practically untouchable in lowsec and if well flown can still slip through most nullsec camps)Ģ) Use a scout alt, or get someone to scout you in.3) If you plan on staying in one area of lowsec, get blues with the locals (they'll probably charge you for this if you're strictly an indy pilot, but it's still less expensive than getting shot and losing your ship, cargo, and pod.ĭon't try to solo in lowsec. I use this trick for large indys and battleships and cut a good ten seconds off my Abaddons warp time.ĮDIT : Also, the great thing about this trick is it works better for newbies than for vets since training the AFTERBURNERS skill increases AB cycle time (saving power but increasing indy warp time). When the AB disengages at the end of its cycle you will enter warp almost instantly, since you are now doing more than 75% of your original speed. As soon as you have clicked WARP you must engage the AB for 1 cycle (click it once to engage and then again so it flashes red). When you are ready to warp (just jumped through a gate and cloaked on the other side) and have a destination locked, engage the warp drive as normal. If the cycle time of your afterburner is more than a second or so faster than your warp-align time then you know you could be aligning faster. Step 2 : Time how long one cycle is for your chosen afterburner module (look in the info for cycle length). Step 1 : Time in seconds how long it takes between you hitting warp (from a standstill like at a gate) and your ship actually entering warp. Since you warp at 75% max speed your job is to achieve 75% of max in as little time as possible. The AB (when engaged) will increase your speed to approx double what is your usual max. You can almost half your aligning time with use of an afterburner. ![]() When you're in a lowsec system, warp directly to a celestial (a planet) and use your Directional Scanner to poke around a bit before proceeding. Train Infomorph Psychology for a while and set up a jumpclone at your most common destinations - that'll remove the need to enter warp in the first place, and it gets you there a lot faster. Use your autopilot to plot a course around systems with large numbers of pod-kills, or set it to make the journey as short as possible to minimize the risk. Beyond that, I can only suggest a couple of things:Ĭontact someone in your militia for a traffic report (most of us are out in lowsec on a fairly regular basis, so there's lots of intel available). There are skills that will reduce the time required to enter warp, up to a certain point. ![]() I want to improve my indy survival when taking shortcuts through low sec.ĪFAIK, there are no modules that will decrease your warp start times. What ship mods if any improve the time it takes my ship into warp after jumping into a system? ![]()
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