Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

CONCORD Details: Difference between revisions

From EVE University Wiki
including http://blog.beyondreality.se/TTK-CONCORD
Line 29: Line 29:
* Damaging or committing an act of aggression against another Corporation member.
* Damaging or committing an act of aggression against another Corporation member.
* Damaging or committing an act of aggression against the Faction Navies.
* Damaging or committing an act of aggression against the Faction Navies.
=== CONCORD Response Action ===
At first two CONCORD Cruisers and a CONCORD Battleship will warp to the location. The two Cruisers have a lock time of about 2 seconds. Then both Cruisers will warp-scramble, web, jam, reduce the drone bandwith to zero and neut the offender completely every 5 seconds. That means from there on the only damage the offender can do is smartbombs but only when cap injected. They will also shoot at the offender and each will deal about 1.000 damage every volley.
15 seconds after CONCORD had warped in, the Battleship will have locked the offender and immediately destroy it.


=== CONCORD Response Times ===
=== CONCORD Response Times ===
* '''0.5''' and '''0.6''': Roughly '''12-14''' seconds
The CONCROD Response Time depends basically on the displayed security status (not the real sec) of the system and whether they are already on grid or not. It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship.
* '''0.7''' and '''0.8''': Roughly '''8-10''' seconds
 
* '''0.9''' and '''1.0''': Roughly '''0-6''' seconds
* '''0.5''': Roughly '''18''' seconds
* '''0.6''': Roughly '''14''' seconds
* '''0.7''' : Roughly '''10''' seconds
* '''0.8''' : Roughly '''7''' seconds
* '''0.9''' and '''1.0''': Roughly '''6''' seconds
 
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 and to about 9 seconds in 0.5 and 0.6.


A thrasher has a cycle time of 7 seconds, and does about 1000dmg per volley. So for less than a 1mil you can be suicide ganked for 1000-2000 EHP in a 0.5 security system. The same setup in 0.9 would only do 1000 EHP of damage.
A thrasher has a cycle time of 7 seconds, and does about 1000dmg per volley. So for less than a 1mil you can be suicide ganked for 1000-2000 EHP in a 0.5 security system. The same setup in 0.9 would only do 1000 EHP of damage.