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GnI Amatin (talk | contribs) m Marked page as needing update due to game mechanics, as this page still references the old nullification mechanics |
Updated interdiction nullification mechanics, reviewed other to confirm still accurate. |
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== University policies == | == University policies == | ||
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=== Bubbles === | === Bubbles === | ||
One of the biggest differences from Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space that prevent warp drives from operating. The only ships immune to this effect are [[ | |||
One of the biggest differences from Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space that prevent warp drives from operating. The only ships naturally immune to this effect are [[Shuttles]], though [[Interdiction Nullifier|Interdiction Nullifier modules]] can be fit to [[Interceptors]], [[Blockade Runners]], [[Deep Space Transports]], [[Strategic Cruisers]], [[Covert Ops]], [[Haulers]], and the [[Victorieux Luxury Yacht]]. Gate camps and station camps usually have bubbles of some kind. Therefore, warping to zero and being in a fast ship aren't sufficient protections - you'll likely get grabbed by a bubble and drop warp before you are in jump/dock range. | |||
{{expansion past | Before [https://www.eveonline.com/news/view/nullification-and-warp-module-update-live-now May 2021], [[Interceptors]], [[Strategic Cruisers]] with the Interdiction Nullifier subsystem, and the [[Victorieux Luxury Yacht]] were naturally immune to bubbles and did not require an [[Interdiction Nullifier]] active module. These passive immunities were removed from all hulls and added to [[Shuttles]], while the active module was introduced and made available for a larger selection of ship classifications. }} | |||
Warp disruption bubbles are placed at some point in space. If your warp vector crosses the warp bubble too close to either end of your warp, you can be pulled out of warp. So warping to zero isn't as safe as in high-or low-sec as you can get dragged out of warp at the edge of the bubble, up to 500km from the gate. They do not deactivate your MWD. | Warp disruption bubbles are placed at some point in space. If your warp vector crosses the warp bubble too close to either end of your warp, you can be pulled out of warp. So warping to zero isn't as safe as in high-or low-sec as you can get dragged out of warp at the edge of the bubble, up to 500km from the gate. They do not deactivate your MWD. | ||
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Other people may warn you of gate camps, either in local or by anchoring a can. By checking the maps for ship kills, you can often get a warning of trouble in an upcoming system. | Other people may warn you of gate camps, either in local or by anchoring a can. By checking the maps for ship kills, you can often get a warning of trouble in an upcoming system. | ||
[[ | [[Shuttles]] are immune to bubbles. | ||
If you have a CovOps scout, they can check things out ahead of you. Often, bubbles are placed away from the gate on common warp vectors (so people can't just burn towards the gate and jump out). That means you may be able to warp to a planet or other celestial and then to the gate, dodging around the bubble. Your scout may also be able to get to a point that will provide a clear warp-in to the gate in which case you can warp to your scout and then to the gate. | If you have a CovOps scout, they can check things out ahead of you. Often, bubbles are placed away from the gate on common warp vectors (so people can't just burn towards the gate and jump out). That means you may be able to warp to a planet or other celestial and then to the gate, dodging around the bubble. Your scout may also be able to get to a point that will provide a clear warp-in to the gate in which case you can warp to your scout and then to the gate. | ||