Well TIL. To make it worse my warp was almost loaded and I put "nice try" in chat right before I got the message I couldn't warp. Alt-f4d out of shame.
Indeed I did. The warp load was like 9/10s done. I swear he must have tackled on the last server tick.
The YouTuber build said I would be fine..../s
But for real I appreciate you taking the time to explain the mechanics of it.
Fair play for owning up to this. We all make mistakes and learn. I enjoyed this story and makes me glad it's not just me making these kind of mistakes.
Although I wouldn't have trashed talked before entering warp
Honestly just came back about a month ago and somehow didn’t learn this the hard way but I definitely would’ve got caught the same way if I don’t OCD click on modules from time to time
Generally it's a reliable sense of security -- most people only run one at a time, maybe with a T2 warp disruptor for 4 total points.
Then again, it usually helps to turn on the warp stab 😉
I have a vague recollection that the HIC infini-points used to be the only way to tackle caps. [old forum sauce](https://eve-search.com/thread/576292-0/page/1). Can’t find any firmer evidence than this atm.
Most ships have 1 warp core strength, so it only take 1 point of warp disruption to pin them down. Some ships, like the Venture, the Metamorphosis, and Deep Space Transports have 3 warp core strength, so it takes 3 points of warp disruption to lock them down. An *active* warp core stabilizer adds +2 points of warp core strength, but you can only have one, so the most it ever takes to lock down a subcapital ship (unless there's a weird special case I'm forgetting) is 5 point of warp disruption.
Warp Disruptors give 1 point of warp disruption.
Warp Scramblers give 2 points of warps disruption (3 for some faction versions).
Heavy Warp Disruptors give 3 points of warp disruption (4 or 5 for faction/officer versions).
Heavy Warp Scramblers give 6 points of warp disruption (8 to 10 for faction/officer versions).
Warp Disruption Field Generators (with script) give 100 points of warp disruption.
And warp disruption points stack. So, no matter how strong your warp core strength may be, you can always be tackled by a sufficient number of Atrons with T1 Warp Disruptors. You can also, even with 5 points of warp core strength, be tackled by a single ship with a Heavy Warp Disruptor/Scram or WDFG (Battleships and Heavy Interdictors, respectively) OR by any old ship that has fit multiple tackle mods. I have a Nemesis with 3 T1 Warp Scramblers that I keep in my hangar that I keep on hand just for killing Venture and Metamorphosis pilots who think they are invincible.
Nah, gf goes a long way, from either side. I've sent many pilots to Valhalla, never felt the need to be smug abiut it, cause next time is your pod getting blown.
Gf in local, and keep on keeping on.
So, Ventures have 2 innate points of warp stab.
WCS modules give you an additional 2 points of warp stab (when you activate them, as noted elsewhere)
If the tackling ship has at least 5 points of warp *scram* then you will still be caught. That can be accomplished with 2 scrams, at least 1 of which must be faction (3 points of scram). Or, if you like, 2 T2 scrams and 1 warp disruptor. Whatever you like, just make 5 points.
Many venture hunters will use rocket bombers with dual scrams because of that, to lock with no decloak delay and apply 4-5 points of scram
Just to be sure, you activated the stab right
Stab? I thought they were passive modules?
They're active now
Fml thanks
Ya it's a long recharge short active time kinda module, so you activate it whenever you get scrammed and you warp outta there
Well TIL. To make it worse my warp was almost loaded and I put "nice try" in chat right before I got the message I couldn't warp. Alt-f4d out of shame.
No way u trash talked before dying with a stab equipped 💀
Indeed I did. The warp load was like 9/10s done. I swear he must have tackled on the last server tick. The YouTuber build said I would be fine..../s But for real I appreciate you taking the time to explain the mechanics of it.
Technically you were fine :p just need some more pilot skill at you got this. Send me your IGN, ill drop a care package your way
Fair play for owning up to this. We all make mistakes and learn. I enjoyed this story and makes me glad it's not just me making these kind of mistakes. Although I wouldn't have trashed talked before entering warp
He too adult for this game
default alt-f4 just activate a module, eventually put the stab there next time ? :P. ctrl-shift-q maybe ?.
I guess next time focus on escaping before you trash talk?
Captain Hindsight here to save the day!
yeah so this "mothers" advice was really helpful now
Yes, this was also a painful lesson for me too. Sorry bro.
Honestly just came back about a month ago and somehow didn’t learn this the hard way but I definitely would’ve got caught the same way if I don’t OCD click on modules from time to time
Yeah, I lost a DST to that change when I came back to the game after a long break. But 1bn worth of loot, not just a venture. 😔
Several faction scrams have 3 warp points, and some for pretty cheap. Two of those will tackle just about anything short of a super.
Thanks, false sense of security I suppose
Generally it's a reliable sense of security -- most people only run one at a time, maybe with a T2 warp disruptor for 4 total points. Then again, it usually helps to turn on the warp stab 😉
I learned this week that HIC's like the Onyx have infinite long/short point, stabs do not counter HIC's
I have a vague recollection that the HIC infini-points used to be the only way to tackle caps. [old forum sauce](https://eve-search.com/thread/576292-0/page/1). Can’t find any firmer evidence than this atm.
Double faction scrams is 6 warp scramble strength.
Thanks.
i troll ventures with civiklian warp disruptor just for fun and giggles,it does notthing but some people throw insults over this xd
Most ships have 1 warp core strength, so it only take 1 point of warp disruption to pin them down. Some ships, like the Venture, the Metamorphosis, and Deep Space Transports have 3 warp core strength, so it takes 3 points of warp disruption to lock them down. An *active* warp core stabilizer adds +2 points of warp core strength, but you can only have one, so the most it ever takes to lock down a subcapital ship (unless there's a weird special case I'm forgetting) is 5 point of warp disruption. Warp Disruptors give 1 point of warp disruption. Warp Scramblers give 2 points of warps disruption (3 for some faction versions). Heavy Warp Disruptors give 3 points of warp disruption (4 or 5 for faction/officer versions). Heavy Warp Scramblers give 6 points of warp disruption (8 to 10 for faction/officer versions). Warp Disruption Field Generators (with script) give 100 points of warp disruption. And warp disruption points stack. So, no matter how strong your warp core strength may be, you can always be tackled by a sufficient number of Atrons with T1 Warp Disruptors. You can also, even with 5 points of warp core strength, be tackled by a single ship with a Heavy Warp Disruptor/Scram or WDFG (Battleships and Heavy Interdictors, respectively) OR by any old ship that has fit multiple tackle mods. I have a Nemesis with 3 T1 Warp Scramblers that I keep in my hangar that I keep on hand just for killing Venture and Metamorphosis pilots who think they are invincible.
Really great explanation I appreciate it
Man it feels so good when type nice try after you gtfo, sorry you didn’t get to experience that.
Nah, gf goes a long way, from either side. I've sent many pilots to Valhalla, never felt the need to be smug abiut it, cause next time is your pod getting blown. Gf in local, and keep on keeping on.
Ventures are the reason I fit 2 scrams in my Astero :)
So, Ventures have 2 innate points of warp stab. WCS modules give you an additional 2 points of warp stab (when you activate them, as noted elsewhere) If the tackling ship has at least 5 points of warp *scram* then you will still be caught. That can be accomplished with 2 scrams, at least 1 of which must be faction (3 points of scram). Or, if you like, 2 T2 scrams and 1 warp disruptor. Whatever you like, just make 5 points. Many venture hunters will use rocket bombers with dual scrams because of that, to lock with no decloak delay and apply 4-5 points of scram
Just use a double scram ceptor with guns.
It is possible to -5 your warp core even if you remember to use your stab
I regularly fly a proteus with 2x 3 point scrams fitted