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

Tips and Tricks: Difference between revisions

From EVE University Wiki
No edit summary
Traveling: Added clarification received from Flay Geobukseon in Corp chat at this time
Line 6: Line 6:
== Traveling ==
== Traveling ==
* Don't autopilot in low-sec or 0.0 or if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speeds.
* Don't autopilot in low-sec or 0.0 or if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speeds.
* The autopilot isn't useless, though: with a route set for the autopilot, warping to zero and activating the autopilot while still in warp will make your ship instantly jump as soon as you arrive on the gate. Just deactivate the autopilot as soon as the jump is initiated to prevent it from warping to 15km on the next gate.
* The autopilot isn't useless, though: with a route set for the autopilot, warping to zero and activating the autopilot while still in warp will make your ship instantly jump as soon as you arrive on the gate. Just deactivate the autopilot as soon as the jump is initiated to prevent it from warping to 15km on the next gate. This is allowed in wartime as well.
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily.  (If you take a different gate, the autopilot will re-route automatically.)
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily.  (If you take a different gate, the autopilot will re-route automatically.)
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move.  If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move.  If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.