Difference between revisions of "User:Hirmuolio Pine/sandbox3"

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'''Cloaking''' allows a ship to become completely invisible to almost all forms of detection. The ability to disappear from view offers many obvious tactical advantages allowing you to observe whithout being seen, launch suprise attacks or to slip away from dangers.
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= Overview tab presets =
  
== Cloaking devices ==
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== Types  ==
[[File:Cloaked ship.jpg|thumb|400px|A cloaked ship as seen by its pilot. Other players can not see the ship at all.]]
 
Cloaking devices are highs slot modules that allow ships to turn invisible.
 
  
{|class=wikitable style="width: 900px;background:#111111"
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The types tab is where you select what you want to see on your overview. You can use this tab to select specific things (entities) - if you’re a veldspar miner, you might only want veldspar asteroids and NPC rats. If you’re a PvPer, you might only want ships on your overview, or maybe even just specific types of ships.  
|-
 
|[[File:Cloak.png|link=|]]
 
|'''{{co|wheat|Cloaking device}}''' works on any ship and allows them to cloak up. The prototype cloaking device, improved cloaking device and almost all of the faction/storyline/officer cloaking devices count as standard cloaking devices.
 
  
This type of cloaking device comes with severe penalties:
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*'''Asteroid:''' Pretty self explanatory - all your different types of asteroids.
* Installed cloaking device will apply scan resolution penalties at all times even if the cloak is offline.
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*'''Celestial:''' All your large celestial objects - planets, moons, wormholes, and so on. Also contains beacons (cynosural fields), biomass (corpses), stargates, wrecks and containers.
* While the cloak is active the ship suffers massive speed penalty. -90% on prototype cloak and -75% on improved cloak.
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*'''Charge:''' Contains bombs, which can now be deployed by stealth bombers, but only in 0.0 space. These are very dangerous - always good to have them on your overview. It also includes probes, which are usually good to have checked, as having them on overview makes seeing them on d-scan easier.  
* While the cloak is active the ship is unable to warp.
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*'''Deployable:''' Mobile warp disruptors, otherwise known as bubbles. These are the deployable type that get anchored in space. The other type are used by interdictors and heavy interdictors, and don’t show up on your overview.
* While the cloak is active the ship can not target anything.
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*'''Drone:''' All your various types of drones. Useful if you want to target drones of any kind, especially fighter drones.
* After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 27 seconds on most basic cloak).
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*'''Entity:''' Some of your mission rats (NPC enemies), as well as a few useless things like billboards.
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*'''NPC:''' CONCORD, some npc faction ships, and some rats.
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*'''Orbitals:''' Orbital infrastructure, such as customs office.  
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*'''Planetary Interaction:''' Capsuler and Mercenary bases. Related to dust514.  
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*'''Ship:''' Player-owned ships. Usually you’ll have all of these selected, unless you want to target specific types of ships.
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*'''Sovereignty Structures:''' Sovereignty related structures.
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*'''Starbase:''' POS structures and modules - you might use these if you were attacking one, or living in one.
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*'''Station:''' Pretty self-explanatory.  
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*'''Structure:''' Citadel - player created and owned station. This is added to the game at April 2016 via The Citadel Expension.
  
|-
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There is a "Filter" text box which makes it easy to locate a specific thing(s) (entities) thus saving you from open and scrolling through the various sub-type categories.
|{{Template:TechCornerSmall|2}}[[File:Cloak.png|link=|]]
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<br>
|'''{{co|wheat|Covert ops cloaking device}}''' can only be used by certain T2 and faction ships. Most notable covert ops capable ships are covert-ops frigates, stealth bombers, force recon ships, blockade runners and T3 cruisers with covert ops configuration though a number of faction and limited edition ships can use covert ops cloaks too.
 
  
The covert ops cloaking device has drastically less severe penalties compared to the normal cloak:
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==== States ====
* No scan resolution penalty.
 
* No speed penalty while active.
 
* Ship is able to warp while cloaked.
 
* While the cloak is active the ship can not target anything.
 
* After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 9 seconds).
 
|}
 
  
=== Cloaking mechanics ===
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In the States tab, you can further define what you want to see in the overview. Whilst the Types tab is pretty straightforward, some care has to be taken with the States tab.
  
Cloaking is a nuanced mechanic and knowing the exact way it interacts with other aspects of the game is important.
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States are selected by toggling one of three radio buttons, each one corresponding to the three conditions located on the right of the States window.  
  
Once the cloaking module is activated the ship will turn invisible immediately. You will see the cloaking animation on your own ship but other players will just see your ship disappear. Equally when you uncloak your ship becomes visible instantly when the cloaking module is deactivated.
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*'''<font color="green">Always show</font>''' (column on the left) - Entities with this state will always be shown regardless of the display setting of additional states they may have.
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*'''<font color="brown">Filter out</font>''' (column in the center)- Entities with this state will be filtered out unless they have additional states that are set to always show.
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*'''<font color="sky blue">Show by default</font>''' (column on the right) - Entities with this state will be shown unless they have additional states that are filtered out.
  
While active the cloak will prevent activation of all modules. Hovewer you can activate non-offensive modules during the first 5 seconds of being cloaked. Modules that are active before cloaking will also finish their cycles normally. But some modules, such as MJD, will decloak the ship if they cycle while the ship is cloaked. You are also unable to set modules to overheated state while you are cloaked.
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'''''IMPORTANT: States selection doesn't let you say what you want to see, rather it lets you say what you don’t want to see.'''''
  
There are multiple factors that prevent ships from cloaking, cause a cloaked ship to decloak or apply to cloaked ships.
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''If a player has an attribute that you '''haven’t''' selected, they '''won’t show up on your overview'''.''
* Being within 2000 m from any object will cause cloaked ships to decloak and prevents cloaking. This includes often ignored objects such as jettisoned cans, corpses, drones, and gas clouds.
 
** Missiles '''will decloak''' cloaked ships.
 
** Exceptions: Cloaked ships and scanner probes do not decloak cloaked ships.
 
* Being targeted will prevent ship from cloaking. This includes being targeted by an NPC rats or a passive targeting module which does not show as yellow box.
 
** Someone trying to target you will not prevent cloaking. The targeting attempt will fail.
 
* If you are already cloaked you can not cloak. This may seem like a non problem but this will force you to break the gate cloak before you can activate your cloaking module and in the process reveal yourself.
 
* Faction police and CONCORD ships are able to locate cloaked ships. If you are being chased by either of them due to low standing or criminal action they will warp to you even if you are cloaked.
 
* Offensive area of effect modules such as bombs and smarbombs will damage cloaked ships but will not decloak them.
 
* Command bursts do not apply to cloaked ships.
 
  
=== Skills ===
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'''Example:''' You want to see a war target, so you select '''Pilot is at war with your corporation/alliance'''. You would think this would give you war targets on your overview, but it’s a bit more complicated than that.
  
{{sk|Cloaking}} is the only cloaking related skill. This skill allows you to use cloaking devices and also reduces the duration of recalibration delay that comes after decloaking by 10% per level.
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Suppose that player also has a bounty on him. Since you haven’t got bounty checked, he won’t show up. You need to select all the attributes that a war target could possibly have in order to see war targets.  
  
=== MWD cloak trick ===
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Additionally, the States tab and the Types tab interact which often leads to problems and confusion for newer players. For example, if you are setting up a drone preset where all you want to see are drones and nothing else [i.e. no ships, no rats etc.], many newer players will deselect everything in Types except for Drones and then deselect everything in States thinking that those attributes deal only with showing pilots - which is what you don't want in your Drones preset. The problem with this is that you will not see your Drones in the Overview because Drones belong TO pilots; in order to see your own drones, you must select "pilot is in your alliance" in the States tab. If you want to see the drones of your enemies, then you will also have to select "pilot is at war with your corporation/alliance" etc. Feel free to test this out with your own drones, you will be pleasantly surprised. The same principle applies if you're mining with jetcans, if you only select "Cargo Container" under Celestial in Types and deselect everything in States, nobody's cans will show up in your overview because by deselecting everything in States, you are not allowing your Overview to show cans that belong to pilots - and since all cans invariably belong to a pilot, none will thus show. This same principle applies to other objects like wrecks etc. because the States tab doesn't just show pilots, but it shows what those pilots own.
  
This is a technique that enables pilots to be cloaked while aligning after jumping through a gate. When done properly, this allows the pilot to almost instantly warp the second they decloak.
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This is the trick to the overview, and (apart from bugs) the most common reason why players can’t see all the things they want to see.  
  
You will need:
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<br>
* Improved Cloaking Device II. Prototype cloaking device has too big speed penalty preventing you from reaching the required velocity.
 
* [[Microwarpdrive]] of the correct size for your ship. That is: 5MN for frigates and destroyers, 50MN for cruisers, battlecruisers and industrials, and 500MN for battleships.
 
* If the ship is slow to align it may need inertia reducing modules such as nanofiber internal structures or inertia stabilizers.
 
  
Do these things in this order while you are under the effects of gate cloak after jumping through a stargate or wormhole.
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==== Save Button ====
# Hit align to the object you want to warp to.
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The '''Save''' button allows you to save the preset you currently have in the selected tab. It opens a dialogue box that reads "Type in label for the preset". In the text field you can enter the name you want for the preset. The field will auto populate the current name of the preset, which makes for quicker updating and editing of a preset. Note that this only saves the preset loaded to the currently selected tab for recall later and doesn't save the rest of your overview settings.
# Immediately hit the cloak.
 
# Immediately after you hit cloak hit your MWD ''(this '''does''' work, you can activate non-offensive modules for 5 seconds after you activate a cloaking device).''
 
# When your MWD cycle is about 90-95% complete, deactivate your cloak and spam warp to your point of interest.
 
# The MWD will deactivate automatically, and when it does you will instantly enter warp.
 
  
Although you can do MWD then cloak (or do both at once), it is not recommended as having your MWD active before your cloak is a bad idea due to the signature radius bloom and the likelihood of spending more time uncloaked.
 
  
While you are cloaked the cloak will apply 75% speed penalty but at the same time the MWD boosts your speed by 500%. As a result your ship is able to reach at minimum 75% of its unmodified top speed in the ten seconds of single MWD cycle while cloaked. And since you hit align before the cloak you will be aligned and at warp speed when the cloak drops. So when you deactivate the cloak (right before the MWD cycle is complete) the ship is able to enter warp immediately. This equals near insta-warp. With practice, you can be uncloaked for literally less than a second total on a gate. Practice in high-sec and you will find this is actually pretty easy and effective.
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<br>
 
 
Part of the requirement to make the the microwarpdrive + cloak trick work is to have a size-appropriate microwwarpdrive, 5MN for a frigate, 50MN for a cruiser, 500MN for a battleship etc. Ships like the {{sh|Orca}} or the {{sh|Bowhead}} are technically capital-class sized but can only fit 500MN microwarpdrives due to fitting restraints. As such {{co|crimson|they can not use the microwarpdrive + cloak trick}}.
 
 
 
For normal capital ships (carriers, dreadnoughts, force auxiliaries, supercarriers, titans and the {{sh|Rorqual}}) there are capital sized 50,000MN microwarpdrives, that can allow them to do the same microwarpdrive + cloak trick, although they have a cycle-time of 20 seconds (instead of the usual 10 seconds) and might require additional agility modules to ensure they get the speed up in time.
 
 
 
Video demonstrations:
 
*[http://www.youtube.com/watch?v=9uBcK_c8Gy4 MWD Cloak Video 1, Basic Instruction] (5:44)
 
*[http://www.youtube.com/watch?v=JrlUMiRL1jU MWD Cloak Video 2, Detailed Instruction] (15:52)
 
 
 
== Jump cloak ==
 
[[File:Jump cloak timer.png|thumb|301px|The jup cloak timer]]
 
Jump cloak, also known as gate cloak, is effect every ship gets when they jump thrpugh a stargate or a wormhole. Every time you jump your ship will be cloaked when it lands on the other side.
 
 
 
The jump cloak beahavior is different from cloaking modules. The jump cloak, unlike cloak from modules, is completely immune to everything and can not be broken by outside effects. While under the effects of jump cloak your ship is completely immune to every single possible offensive effect including area of effect. You can not be uncloaked, hit by area of effect weapons such as smarbombs or be bumped by ships. Effectively your ship does not exist while under effects of jump cloak.
 
 
 
The jump cloak will last for 60 seconds or until you move (including warping and fleet warping) with you ship. As soon as the jump cloak id broken by the timer running out or by ship actions the ship will immediately become visible. The 60 second jump cloak timer is visible on the upper left corner.
 
 
 
It is often best to take full advantage of the 60 second jump cloak and assess the situation you jumped in very carefully. Look at the ships on grid, player names in local, objects in directional scan and decide what actions you will take before you break the jump cloak.
 
 
 
[[Category:Fitting]]
 

Revision as of 09:53, 3 November 2019

Overview tab presets

Types

The types tab is where you select what you want to see on your overview. You can use this tab to select specific things (entities) - if you’re a veldspar miner, you might only want veldspar asteroids and NPC rats. If you’re a PvPer, you might only want ships on your overview, or maybe even just specific types of ships.

  • Asteroid: Pretty self explanatory - all your different types of asteroids.
  • Celestial: All your large celestial objects - planets, moons, wormholes, and so on. Also contains beacons (cynosural fields), biomass (corpses), stargates, wrecks and containers.
  • Charge: Contains bombs, which can now be deployed by stealth bombers, but only in 0.0 space. These are very dangerous - always good to have them on your overview. It also includes probes, which are usually good to have checked, as having them on overview makes seeing them on d-scan easier.
  • Deployable: Mobile warp disruptors, otherwise known as bubbles. These are the deployable type that get anchored in space. The other type are used by interdictors and heavy interdictors, and don’t show up on your overview.
  • Drone: All your various types of drones. Useful if you want to target drones of any kind, especially fighter drones.
  • Entity: Some of your mission rats (NPC enemies), as well as a few useless things like billboards.
  • NPC: CONCORD, some npc faction ships, and some rats.
  • Orbitals: Orbital infrastructure, such as customs office.
  • Planetary Interaction: Capsuler and Mercenary bases. Related to dust514.
  • Ship: Player-owned ships. Usually you’ll have all of these selected, unless you want to target specific types of ships.
  • Sovereignty Structures: Sovereignty related structures.
  • Starbase: POS structures and modules - you might use these if you were attacking one, or living in one.
  • Station: Pretty self-explanatory.
  • Structure: Citadel - player created and owned station. This is added to the game at April 2016 via The Citadel Expension.

There is a "Filter" text box which makes it easy to locate a specific thing(s) (entities) thus saving you from open and scrolling through the various sub-type categories.

States

In the States tab, you can further define what you want to see in the overview. Whilst the Types tab is pretty straightforward, some care has to be taken with the States tab.

States are selected by toggling one of three radio buttons, each one corresponding to the three conditions located on the right of the States window.

  • Always show (column on the left) - Entities with this state will always be shown regardless of the display setting of additional states they may have.
  • Filter out (column in the center)- Entities with this state will be filtered out unless they have additional states that are set to always show.
  • Show by default (column on the right) - Entities with this state will be shown unless they have additional states that are filtered out.

IMPORTANT: States selection doesn't let you say what you want to see, rather it lets you say what you don’t want to see.

If a player has an attribute that you haven’t selected, they won’t show up on your overview.

Example: You want to see a war target, so you select Pilot is at war with your corporation/alliance. You would think this would give you war targets on your overview, but it’s a bit more complicated than that.

Suppose that player also has a bounty on him. Since you haven’t got bounty checked, he won’t show up. You need to select all the attributes that a war target could possibly have in order to see war targets.

Additionally, the States tab and the Types tab interact which often leads to problems and confusion for newer players. For example, if you are setting up a drone preset where all you want to see are drones and nothing else [i.e. no ships, no rats etc.], many newer players will deselect everything in Types except for Drones and then deselect everything in States thinking that those attributes deal only with showing pilots - which is what you don't want in your Drones preset. The problem with this is that you will not see your Drones in the Overview because Drones belong TO pilots; in order to see your own drones, you must select "pilot is in your alliance" in the States tab. If you want to see the drones of your enemies, then you will also have to select "pilot is at war with your corporation/alliance" etc. Feel free to test this out with your own drones, you will be pleasantly surprised. The same principle applies if you're mining with jetcans, if you only select "Cargo Container" under Celestial in Types and deselect everything in States, nobody's cans will show up in your overview because by deselecting everything in States, you are not allowing your Overview to show cans that belong to pilots - and since all cans invariably belong to a pilot, none will thus show. This same principle applies to other objects like wrecks etc. because the States tab doesn't just show pilots, but it shows what those pilots own.

This is the trick to the overview, and (apart from bugs) the most common reason why players can’t see all the things they want to see.


Save Button

The Save button allows you to save the preset you currently have in the selected tab. It opens a dialogue box that reads "Type in label for the preset". In the text field you can enter the name you want for the preset. The field will auto populate the current name of the preset, which makes for quicker updating and editing of a preset. Note that this only saves the preset loaded to the currently selected tab for recall later and doesn't save the rest of your overview settings.