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==CONCORD Response Times== | ==CONCORD Response Times== | ||
The CONCORD Response Time depends basically on the displayed security status (not the real sec) of the system and | The CONCORD Response Time depends basically on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid. | ||
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 when CONCORD has just spawned in a system. | |||
* '''0.5''': Roughly '''19''' seconds | * '''0.5''': Roughly '''19''' seconds | ||
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* '''0.9''' and '''1.0''': Roughly '''6''' 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 | 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 to about 8 seconds in 0.6 and 9 seconds in 0.5. | ||
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. This is because the CONCORD ships don't re-spawn, but warp through the system to their new location. In this case it may take 22 seconds or more for them to arrive and start firing in a 0.6 system. | |||
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage. | |||
If CONCORD has already spawned but is off grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system. | |||
==See Also== | ==See Also== | ||