Difference between revisions of "CONCORD Details"

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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 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.
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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.
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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 and to about 9 seconds in 0.5 and 0.6.
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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.
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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.
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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.
  
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.
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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==

Revision as of 16:45, 12 November 2013

This article should be cleaned up or improved. The reason is: unspecified

CONCORD are the police of New Eden. They will respond to criminal activity in Hi-Sec (1.0 - 0.5) space. If you commit a crime where CONCORD is on duty, they will find you and they will destroy your ship.


CONCORD Responses

CONCORD will respond to the following list of player activities.

CONCORD Allowed Actions

CONCORD will not respond to the following list of player activities.

  • Locking onto a player
  • Cargo scanning a player
  • Remote repairing a player (Note: If the player becomes a criminal while you are repping them, your remote repair modules will deactivate. Before Crucible, they would kill you instead.)
  • Shooting at asteroids
  • Shooting players against whom you have Kill Rights
  • Damaging or committing an act of aggression against another Corporation member.
  • 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 has warped in, the Battleship will have locked the offender and immediately destroy it.

CONCORD Response Times

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
  • 0.6: 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 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