Warp+ Key Generator

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Gauthier Zitnik

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Aug 4, 2024, 7:33:48 PM8/4/24
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Since nobody in this timeline seems to be able to deliver what I need(safely here to me), I will have to build a simple time travel circuit to getwhere I need myself. While it might be hard to find parts in this time tobuild anything decent, I need easy to follow schematics from the future tobuild one which is safe and accurate that will not disrupt the time spacecontinuum with both forward and backward capability accounting for temporallocation settings (X, Y, Z, n), which can be built out of (readily available)parts here in 2003. Please email me any plans you have. I will paygood money for anything you send me I can use. Or if you have a dimensionalwarp generator available, and are 100% certain you have a (safe secure)means of delivering it to me please also reply with a secure way to contactyou. Send a separate email to me at: webm...@custompaintshop.net


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The Craftworld Aeldari Aspect Warriors known as Warp Spiders make use of a technology called a Warp Jump Generator that serves as a sophisticated Warp field emitter that is integrated into a Warp Spider's Aspect Armour and is largely responsible for that suit's unusual bulk, as least so far as Aeldari defensive technologies are concerned.


The generator is what allows the Warp Spider to make his short jumps into the Immaterium so that he can cross the intervening space nearly instantaneously, completely undetectable to his foes, providing an invaluable ability to outmaneuver and surprise the enemy.


The Craftworld Aeldari use these Aspect Warriors in a similar combat role as the jump troops of the other starfaring races. But the Warp Spiders' ability to literally materialise out of thin air and attack with no warning is invaluable to Aeldari commanders despite the extreme risk to the Aeldari of travelling unprotected through the Warp even for only Terran seconds at a time.


The Aeldari generally make use of little in the way of teleportation technology due to the extreme dangers for them of being exposed to the Warp and the soul-hunger of Slaanesh. However, in this one area of Aeldari life the risk has been deemed worth taking.


Tackling is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of PvP in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.


A tackler, then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but battleship fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.


There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.


The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)


The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less capacitor than warp disruptors.


The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.






While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.






Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km falloff range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.


Assuming the extra mid slots are available, it is common to fit a battleship with both a grappler and a web, to combine the web's reliability with the grappler's strength and flexibility, and to really immobilize fast ships at close range and ensure the battleship's large guns can strike true.






A warp disruption field is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".


The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while the rest of the fleet comes behind.




The direct upgrades from T1 tackle frigates are the T2 interceptors. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and an 80% reduction in point, scram and web capacitor usage.




The next step up changes the style of tackling completely. interdictors are T2 destroyers that can create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.




Heavy Interdictors are the big brothers of interdictors. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors can put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into an infinitely strong long range point or scram.




The Minmatar and Gallente Electronic Attack Frigates receive large bonuses to specific tackle modules. The Minmatar Hyena receives a 40% bonus to web range per skill level in Electronic Attack Ships, while the Gallente Keres receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.




The Minmatar and Gallente Recon Ships receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive a massive 60% bonus to web range per skill level in Recon Ships, while the Gallente recon cruisers receive an equally frightening 20% bonus to warp disruptor and warp scrambler range per level.




The Minmatar and Gallente Strategic Cruisers electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web overheat bonus per skill level in Minmatar Core Systems, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in Gallente Core Systems.

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