Hands of Justice
What we have played => EVE Online => Topic started by: Mangala on April 12, 2009, 08:21:00 PM
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Any ideas on how soon a cyno able alt could be up and running since the changes to starter characters?
As I think a few of us with a spare slot should be prepared to aid Red and setup a cyno net for him, rather than him needing to use his alts all the time (and he will confirm but they get killed quite a bit).
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Yeah, if someone could post a definitive list of training from scratch for a cyno alt i'd be willing to do one also.
(i'd work it out myself but the internal hardrive in my skull is currently full so to learn anything else i'd have to delete something already in there. And knowing my luck i'd delete the little program that says 'breath in.......breath out........breath in........breath out' ::) )
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1. Instant Recall I (10 minutes, 25 seconds)
2. Analytical Mind I (9 minutes, 36 seconds)
3. Learning I (9 minutes, 15 seconds)
4. Instant Recall II (42 minutes, 18 seconds)
5. Analytical Mind II (39 minutes, 23 seconds)
6. Learning II (38 minutes, 4 seconds)
7. Instant Recall III (3 hours, 31 minutes, 3 seconds)
8. Analytical Mind III (3 hours, 17 minutes, 51 seconds)
9. Electronics IV (18 hours, 5 minutes, 31 seconds)
10. Electronics V (4 days, 6 hours, 20 minutes, 35 seconds)
11. Cynosural Field Theory I (36 minutes, 25 seconds)
total 5 days 10 hours 20 mins 30 secs
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That for an out of the box 50k sp character?
Which racial paths did you take if so to get to be able to have such a short time frame? (id be looking at an alt with Cyno III for myself, less fuel usage and its what Mang has now).
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dont think path matter as only real prereq is electronics 3 and im sure all start with that, could prob be faster with better attribute place ment i balanced all attributes, and in fact with 15 INT 9 MEMory minimum everythuing else no implants , gives training time of 3d 18h 22m
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and the extra 2 levels in cyno at 15 int 9 mem take an extra 11 hours
so 4 days 7 hours.
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It seems i may have to get akamine back out of his box then. He has 4.7 mill sp in various bits already and the only thing i'd need to do to make him into a cyno alt is to train up Cynosural Field Theory and cloaking, then purchase a few cheap frigs and fit em with a generator and cloak and store them in several locations along with jump clones ready to be used. Ill get onto that later today. ;D
I make it 5 days 4 hrs to get cloaking 3 and cyno field theory 4. I think i can afford to stop training Sebnem for that long :P
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Remember you need a ship with large enough cargo space as well.
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Remember you need a ship with large enough cargo space as well.
Aye - which is one of the reasons to go beyond Cyno 1 :)
A mining frig with expanders should do it. safed by a can thats been anchored for the corp in a good safe with some spare stuff in it.
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Remember you need a ship with large enough cargo space as well.
Aye - which is one of the reasons to go beyond Cyno 1 :)
A mining frig with expanders should do it. safed by a can thats been anchored for the corp in a good safe with some spare stuff in it.
not so sure about the anchored can, unless you are talking about anchoring it on the day. If some nasty little red scans it out and decides its worth keeping an eye on it could work out an expensive problem.
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Keep it anchored in space (anchor for the corp) and given it will be accessed every few days it wont get wiped with the 30 days no access.
I see the point of the scan thing too - maybe move it every so often too :)
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From what I've understood you usually only jump to systems with a station and you jump to right next to the station so the capital can dock at once.
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Aye - ideally we cyno just outside the station.
Some stations are easier than others due to their shape.
You're aiming to be 0km from the station and to have the cap ship 0km from the station without it bouncing - it'll then be able to dock after the 30s timer is up on entering the system.
When creating a cyno in deep space (no stations) - you should:
1) Make 2-3 safes
2) Copy the safes into your cargo and jet them
3) Ensure local is free of hostiles (the cyno appears on the overview and is warpable to all)
4) Create the cyno - then cap ship guy will then grab the BM's from the can and will then have safes to warp to