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public:dojo:wiki:basic-null-guide [2019/01/07 21:24]
Carl en Perkins Updated the information on Jump Gates, added a picture for setting up autopay on gates, fixed a typo, and put fixed the links to the updated CCP page and a working updated jump fatigue calculator.
public:dojo:wiki:basic-null-guide [2023/12/13 04:51] (current)
Sirius Res [Intel Channels] noting filter adjustment as something new users may need to do and updating examples to be more current.
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 Brave finds itself constantly at war. Even in the farthest-flung systems in Eve at 4 a.m., there is still a chance that a lurking enemy went unreported in intel. With players from around the world ingame, what would be odd hours for you could be primetime elsewhere. Despite the dangers, there are essential skills you can develop and use to both increase your odds of survival and frustrate your enemies. Brave finds itself constantly at war. Even in the farthest-flung systems in Eve at 4 a.m., there is still a chance that a lurking enemy went unreported in intel. With players from around the world ingame, what would be odd hours for you could be primetime elsewhere. Despite the dangers, there are essential skills you can develop and use to both increase your odds of survival and frustrate your enemies.
  
-{{INLINETOC:width18 2-2}}+<grid><col md="3"> 
 +{{INLINETOC 2-2}} 
 +</col></grid>
  
 ===== Local Chat ===== ===== Local Chat =====
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 A common window layout technique is to position your Local Chat window behind and to the side of your other chat windows, so that only the total player count and list of names is visible: A common window layout technique is to position your Local Chat window behind and to the side of your other chat windows, so that only the total player count and list of names is visible:
  
-|{{ http://i.imgur.com/yt4W135.jpg?500 }}|+|{{ https://raw.githubusercontent.com/bravecollective/wiki-files/main/imgur/yt4W135.jpg?500 }}|
  
 This allows you to keep an eye on how many neutrals/reds are in system without sacrificing screen space to local chatter. Please remember that in null sec **everything that is not blue or green (depending on your overview settings) is to be considered hostile.** This allows you to keep an eye on how many neutrals/reds are in system without sacrificing screen space to local chatter. Please remember that in null sec **everything that is not blue or green (depending on your overview settings) is to be considered hostile.**
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 Paired with Local chat, **intel channels** will give you a good idea of any enemies in the area. It is important to remember intel channels are only effective if people are reporting intel! If you see hostiles or neutrals in your system it is imperative you report them to the proper channel. Paired with Local chat, **intel channels** will give you a good idea of any enemies in the area. It is important to remember intel channels are only effective if people are reporting intel! If you see hostiles or neutrals in your system it is imperative you report them to the proper channel.
  
-  * https://www.intelmap.xyz/ - The Legacy Intel Map. Anything reported in the int.catch and int.impass in game chat room will show up here. If you're not using this, you're doing it wrong. Note: this also works great on a tablet or a separate laptop. +  * **[[https://github.com/Slazanger/SMT/releases|SMT]]** - The Intel Map tool. Anything reported in the <fc #00ff00>querious.imperium</fc> in-game chat channel can be shown here. If you're not using this, you're doing it wrong. Note: this also works great on a tablet or a separate laptop. 
-  * **//int.catch//** and **//int.impass//** - In-Game Chat Channel where Intel is provided on a coalition wide level. When linking intel, the format used is usually //System// - //Name Of Pilot// - //Ship Pilot Is Flying (if n/a, write 'nv', which means 'no visual')//for example//HED-GP// - //Lychton Kondur// - //Ibis//.Lastly, if someone asks for the status of a system, it generally means whether there are neutrals or reds in the system, or in a specific place in system, so if you can safely answer the question for them by quickly checking or already know, do so in the Intel channel.  Use int.catch while flying in catch and int.impass while flying in impass.+    You may need to adjust the filters on the initial install of SMT to ensure it is watching the proper channel(s). To do this, open the program and go to **File** -> **Preferences** -> **Intel**. Adjust the **Channel Filters** to match the in-game channel name(s) you want to watch (e.g. "**<fc #00ff00>querious.imperium</fc>**"). 
 + 
 +  * **<fc #00ff00>querious.imperium</fc>** - In-Game Chat Channel where Intel is provided. When linking intel, the format used is usually
 +  * //System// - //Name Of Pilot// - //Ship Pilot Is Flying  
 +  * (if n/a, write 'nv', which means 'no visual')// 
 +for example
 +//HED-GP// - //Lychton Kondur// - //Ibis//. 
 + 
 +Lastly, if someone asks for the status of a system, it generally means whether there are neutrals or reds in the system, or in a specific place in system, so if you can safely answer the question for them by quickly checking or already know, do so in the Intel channel.   
 + 
 +  * Use <fc #00ff00>querious.imperium</fc> while flying in Querious. 
 +  * Use <fc #00ff00>delve.imperium</fc> while flying in Delve. 
  
 ===== Jump Gates, Jump Bridges, and Jump Fatigue ===== ===== Jump Gates, Jump Bridges, and Jump Fatigue =====
-Jump gates have been established throughout Brave and Legacy Coalition space to provide you with a quick means of traversing long distances. However, they have dangers associated with them that could spell disaster for the unaware.+Jump gates have been established throughout Brave space to provide you with a quick means of traversing long distances. However, they have dangers associated with them that could spell disaster for the unaware.
  
 There are jump bridges **and** jump gates; they are not the same. Titans and Black Ops ships can make jump bridges, while The Ansiblex Jump Gate is a POS (player owned structure). Also the Jump Gates do not have any jump fatigue while the jump bridges still have jump fatigue. There are jump bridges **and** jump gates; they are not the same. Titans and Black Ops ships can make jump bridges, while The Ansiblex Jump Gate is a POS (player owned structure). Also the Jump Gates do not have any jump fatigue while the jump bridges still have jump fatigue.
  
-|{{ https://i.imgur.com/jLrcgMZ.png }}| +|{{ https://raw.githubusercontent.com/bravecollective/wiki-files/main/imgur/jLrcgMZ.png }}| 
-|As of now there is a minor fee associated with the jump gates. This helps pay for the ozone usage of the gate and you will no longer be prompted to pay the gate fee each time you use a gate. Please head to your wallet and under the Automatic Pay Settings click the box and have it set to ISK. Also you will be charged ISK per volume of your ship not ISK for a single trip. Don't worry a 270,000 m3 Battlecruiser only costs 213 ISK per jump. |+|There is a fee associated with the jump gates to cover their cost. This pays for the ozone usage of the gate and you will no longer be prompted to pay the gate fee each time you use a gate. Please head to your wallet and under the Automatic Pay Settings click the box and have it set to 300 ISK. Also you will be charged 300 ISK per volume of your ship not 300 ISK for a single trip. Don't worry a cruiser only costs 63,900 ISK per jump. |
  
 You need to understand the mechanics of **jump fatigue**. Repeated use of jump drives or jump bridges will trigger two cooldowns.  One is a hard cap on when you can jump again, your jump timer. The second is jump fatigue, a timer that increases your hard jump timer each time you make a jump while it's active. You need to understand the mechanics of **jump fatigue**. Repeated use of jump drives or jump bridges will trigger two cooldowns.  One is a hard cap on when you can jump again, your jump timer. The second is jump fatigue, a timer that increases your hard jump timer each time you make a jump while it's active.
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 The undock of any station is one of the areas pilots have the greatest false sense of security. You are not safe on the station undock even if there is only one hostile in system. It is important to note that immediately after undocking you are invulnerable and unable to be locked for 30 seconds. Any action taken by you will remove this effect save for completely stopping your ship. If you need to undock with hostiles in system, immediately stop your ship and check your surroundings. If the undock looks clear you are fine to continue, but if the undock is red you can redock after your session timer expires. Currently the session change timer is set for 10 seconds meaning that you will be unable to redock with a station for the first 10 seconds in space. It is imperative that you do not try to redock with a station in these 10 seconds or you will become vulnerable. More advanced undocking techniques are covered in the intermediate section. The undock of any station is one of the areas pilots have the greatest false sense of security. You are not safe on the station undock even if there is only one hostile in system. It is important to note that immediately after undocking you are invulnerable and unable to be locked for 30 seconds. Any action taken by you will remove this effect save for completely stopping your ship. If you need to undock with hostiles in system, immediately stop your ship and check your surroundings. If the undock looks clear you are fine to continue, but if the undock is red you can redock after your session timer expires. Currently the session change timer is set for 10 seconds meaning that you will be unable to redock with a station for the first 10 seconds in space. It is imperative that you do not try to redock with a station in these 10 seconds or you will become vulnerable. More advanced undocking techniques are covered in the intermediate section.
  
-|{{http://i.imgur.com/Daf6QJU.png?400}}|+|{{https://raw.githubusercontent.com/bravecollective/wiki-files/main/imgur/Daf6QJU.png?400}}|
 |If you are in a bubble immune ship, you can ignore the bubble, ofc. ;)| |If you are in a bubble immune ship, you can ignore the bubble, ofc. ;)|
  
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 There are many excellent YouTube tutorials demonstrating how and why to d-scan. There are many excellent YouTube tutorials demonstrating how and why to d-scan.
  
-When scouting for a fleet, it is also helpful to be able to show your FC what you have found on D-Scan. There are many third party tools that allow you to do this, like [[https://dscan.me/]]+When scouting for a fleet, it is also helpful to be able to show your FC what you have found on D-Scan. There are many third party tools that allow you to do this, like [[https://intel.bravecollective.com/dscan/|The Brave D-Scan Tool]].
  
  
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 This can sometimes cause problems for fleets, since if some players have timers and some don't, the fleet can become separated by jumping through a gate. On fleets you will often hear the FC say "Do not aggress" when an enemy is on-grid; this is because the FC wants to be able to escape the system safely without waiting out aggression timers. This can sometimes cause problems for fleets, since if some players have timers and some don't, the fleet can become separated by jumping through a gate. On fleets you will often hear the FC say "Do not aggress" when an enemy is on-grid; this is because the FC wants to be able to escape the system safely without waiting out aggression timers.
  
- +<well><grid><col md="3">
-| {{https://wiki.eveonline.com/wikiEN/images/3/39/Crimewatch2_0_NPCTimer.png}} |+
 | **Non-Capsuleer Log-Off Timer** (5 Minutes) | | **Non-Capsuleer Log-Off Timer** (5 Minutes) |
 +| {{https://support.eveonline.com/hc/en-us/article_attachments/201415692/Crimewatch2_0_NPCTimer.png}} |
 +</col><col md="9">
 Also known as //NPC Flag//, this flag becomes active when you activate any offensive module against an NPC vessel of any kind, or when an NPC vessel activates an offensive module on you. This flag lasts for five minutes, and will cause ships to remain in space for a full 5 minutes after logging off. This 5 minute timer is not extended even if NPCs continue their aggression after the player logs off (unlike the capsuleer timer). Also known as //NPC Flag//, this flag becomes active when you activate any offensive module against an NPC vessel of any kind, or when an NPC vessel activates an offensive module on you. This flag lasts for five minutes, and will cause ships to remain in space for a full 5 minutes after logging off. This 5 minute timer is not extended even if NPCs continue their aggression after the player logs off (unlike the capsuleer timer).
 +</col></grid></well>
  
-| {{https://wiki.eveonline.com/wikiEN/images/a/a1/Crimewatch2_0_PVPTimer.png}} |+<well><grid><col md="3">
 | **Capsuleer Log-Off Timer** (15 Minutes) | | **Capsuleer Log-Off Timer** (15 Minutes) |
 +| {{https://support.eveonline.com/hc/en-us/article_attachments/201415682/Crimewatch2_0_PVPTimer.png}} |
 +</col><col md="9">
 Also known as //PVP Flag// is similar to the NPC flag, this flag is activated when you use an offensive module on another player (including non-targeted weapons like Smartbombs) or another player uses such an effect on you. This flag lasts for fifteen minutes, and affected ships will remain in space after logging off for a full 15 minutes. If the ship is aggressed by another player while this timer is active, the timer will reset, potentially keeping the ship in space indefinitely. Also known as //PVP Flag// is similar to the NPC flag, this flag is activated when you use an offensive module on another player (including non-targeted weapons like Smartbombs) or another player uses such an effect on you. This flag lasts for fifteen minutes, and affected ships will remain in space after logging off for a full 15 minutes. If the ship is aggressed by another player while this timer is active, the timer will reset, potentially keeping the ship in space indefinitely.
 +</col></grid></well>
  
-| {{https://wiki.eveonline.com/wikiEN/images/a/a8/Crimewatch2_0_WeaponsTimerActive.png}} |+<well><grid><col md="3">
 | **Weapons Timer** (60 Seconds) | | **Weapons Timer** (60 Seconds) |
 +| {{https://support.eveonline.com/hc/en-us/article_attachments/201391041/Crimewatch2_0_WeaponsTimerActive.png}} |
 +</col><col md="9">
 Also known as //Weapons Flag//, this flag becomes active when you activate any offensive module (weapons, stasis webifier etc) upon another player or NPC entity, including non-targeted modules such as Smartbombs. Regardless of the Security status of the solar system, having an active Weapons flag will prevent you from docking in any station, jumping through a stargate, ejecting from or boarding another ship while in space, and storing a ship in a corporation or fleet hangar. This flag lasts for 60 seconds, starting from the moment you open fire, and will renew each time you take further offensive action – meaning that you will have to wait a full 60 seconds after the last offensive action before being able to dock, jump etc (even if you lose your ship). Also known as //Weapons Flag//, this flag becomes active when you activate any offensive module (weapons, stasis webifier etc) upon another player or NPC entity, including non-targeted modules such as Smartbombs. Regardless of the Security status of the solar system, having an active Weapons flag will prevent you from docking in any station, jumping through a stargate, ejecting from or boarding another ship while in space, and storing a ship in a corporation or fleet hangar. This flag lasts for 60 seconds, starting from the moment you open fire, and will renew each time you take further offensive action – meaning that you will have to wait a full 60 seconds after the last offensive action before being able to dock, jump etc (even if you lose your ship).
 +</col></grid></well>
  
-| {{https://wiki.eveonline.com/wikiEN/images/f/f5/Crimewatch2_0_SuspectTimer.png}} |+<well><grid><col md="3">
 | **Suspect Timer** (15 Minutes) | | **Suspect Timer** (15 Minutes) |
 +| {{https://support.eveonline.com/hc/en-us/article_attachments/201416672/Crimewatch2_0_SuspectTimer.png}} |
 +</col><col md="9">
 Only applicable in Empire-owned space (0.1 to 1.0), the //Suspect Flag// allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings. The Suspect flag lasts for 15 minutes, and actions that will activate the flag differ depending on the Security Status of the solar system. Pod killing a capsuleer with an active Suspect Timer will not result in security status loss or CONCORD response. Only applicable in Empire-owned space (0.1 to 1.0), the //Suspect Flag// allows any other player to attack you without penalty for the duration of the timer. CONCORD and gate guns will not defend you, and the attacker will not receive a reduction in Security Standings. The Suspect flag lasts for 15 minutes, and actions that will activate the flag differ depending on the Security Status of the solar system. Pod killing a capsuleer with an active Suspect Timer will not result in security status loss or CONCORD response.
  
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 In **low-security space**, targeting a player's ship (not their capsule) with any offensive module, including Smartbombs and other non-targeted weapons, will provoke a Suspect flag. Stealing from a container will also provoke the flag, though assisting outlaw players in low security space will not. In **low-security space**, targeting a player's ship (not their capsule) with any offensive module, including Smartbombs and other non-targeted weapons, will provoke a Suspect flag. Stealing from a container will also provoke the flag, though assisting outlaw players in low security space will not.
 +</col></grid></well>
  
- +<well><grid><col md="3">
-| {{https://wiki.eveonline.com/wikiEN/images/5/56/Crimewatch2_0_CriminalTimer.png}} |+
 | **Criminal Timer** (15 Minutes) | | **Criminal Timer** (15 Minutes) |
 +| {{https://support.eveonline.com/hc/en-us/article_attachments/201391151/Crimewatch2_0_CriminalTimer.png}} |
 +</col><col md="9">
 Like the Suspect flag, the //Criminal flag// only applies in Empire space. The Criminal flag, if triggered, will always override a Suspect flag, and any further actions that would ordinarily provoke a Suspect flag will be extend the Criminal timer by the same amount. As with the Suspect flag, the Security Status of the star system will affect the actions that provoke the flag. Like the Suspect flag, the //Criminal flag// only applies in Empire space. The Criminal flag, if triggered, will always override a Suspect flag, and any further actions that would ordinarily provoke a Suspect flag will be extend the Criminal timer by the same amount. As with the Suspect flag, the Security Status of the star system will affect the actions that provoke the flag.
  
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 While in **low security space**, you will acquire a Criminal flag for activating any offensive module against a player's capsule, and for directly assisting any other player in possession of a Criminal flag. If you receive a Criminal flag in low security space, you will not be prevented from warping or jumping, and CONCORD will not spawn to attack you – but you will be fired upon by gate/station sentries, your jettisoned wrecks and containers will be auto-abandoned, and any player may fire upon you without penalty. While in **low security space**, you will acquire a Criminal flag for activating any offensive module against a player's capsule, and for directly assisting any other player in possession of a Criminal flag. If you receive a Criminal flag in low security space, you will not be prevented from warping or jumping, and CONCORD will not spawn to attack you – but you will be fired upon by gate/station sentries, your jettisoned wrecks and containers will be auto-abandoned, and any player may fire upon you without penalty.
 +</col></grid></well>
  
-| {{https://wiki.eveonline.com/wikiEN/images/6/6e/Crimewatch2_0_LETimer.png}} |+<well><grid><col md="3">
 | **Limited Engagement Timer** (5 Minutes) | | **Limited Engagement Timer** (5 Minutes) |
 +| {{https://support.eveonline.com/hc/en-us/article_attachments/201391141/Crimewatch2_0_LETimer.png}} |
 +</col><col md="9">
 //Limited Engagements// are created when a player attacks another player in possession of a Criminal or Suspect flag, or is considered an Outlaw. They only exist between players (not corporations, alliances etc), and allow each party the right to attack the other without legal penalty. Limited Engagements are considered to be active while hostilities are ongoing, and will remain active for five minutes after the last offensive action has been committed. //Limited Engagements// are created when a player attacks another player in possession of a Criminal or Suspect flag, or is considered an Outlaw. They only exist between players (not corporations, alliances etc), and allow each party the right to attack the other without legal penalty. Limited Engagements are considered to be active while hostilities are ongoing, and will remain active for five minutes after the last offensive action has been committed.
 +</col></grid></well>
  
 ===== Avoiding Bubbles ===== ===== Avoiding Bubbles =====
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 When local is up press CTRL+A this will mark all who is in local if someone enters the eye will catch it. When local is up press CTRL+A this will mark all who is in local if someone enters the eye will catch it.
  
-If you end up travelling in your ratting ship fit full stack of Warp Core Stabilizers in the lows, leave the ratting ship in your target ratting system and only travel when needed with it.+If you end up travelling in your ratting ship fit Warp Core Stabilizer in the low slot (will save you from really bad gank attempts) , leave the ratting ship in your target ratting system and only travel when needed with it. 
 If you travel and find local has neutrals and you dont have ping bookmarks press alt+shift+x to add moons in space not overview find a moon that is close to the gate you want to travel to and activate tracking camera narrow the dscan and you can now check for bubble camp,this also allows you to warp from not being inline to drag bubbels. If you travel and find local has neutrals and you dont have ping bookmarks press alt+shift+x to add moons in space not overview find a moon that is close to the gate you want to travel to and activate tracking camera narrow the dscan and you can now check for bubble camp,this also allows you to warp from not being inline to drag bubbels.
 Note that moons can have pos towers on it it so only use it in a pinch. Note that moons can have pos towers on it it so only use it in a pinch.
  
 {{tag>general guide firstweek all english}} {{tag>general guide firstweek all english}}
  • public/dojo/wiki/basic-null-guide.1546896245.txt.gz
  • Last modified: 2019/01/07 21:24
  • by Carl en Perkins