i have been told many times that when your webbed you align and get into warp faster… but i don’t really see why this would be true
so my question is… is it true? and why?
i have been told many times that when your webbed you align and get into warp faster… but i don’t really see why this would be true
so my question is… is it true? and why?
Add comment viewed 399 times Latest activity 11 months ago
I believe some fancy math is needed to clear up misconceptions for this post.
Max velocity doesn’t have an effect on warp time. Only Mass and Inertia affect warp time. Velocity only changes acceleration rate.
The goal behind “insta-warp” webbing is allowing the ship to gain speed at its unwebbed acceleration rate –then- web lowering its max speed to hit the 75% requirement to warp.
Enter Math:
Warp time = Inertia x Mass x 10^(-6) x –(LN(1-(0.75 x Max Velocity)/Max Velocity))
(0.75 x Max Velocity)/Max Velocity can be factored to just be .75/1 which is a constant, hence velocity has no affect on warp time. (.75/1 is for the 75% of max velocity needed to warp)
New Formula: Warp time = Inertia x Mass x 10^(-6) x –(LN(1-0.75/1))
Practical Application: Obelisk: 940000000 kilo mass, .062 Inertia Modifier (no skills affecting inertia)
Warp time using fancy math: 103 seconds
Change Inertia to: .030
Warp time: 49.91 seconds
If a ship is webbed at a velocity is 0 m/s, it will take just as long to warp as if not webbed. The goal behind “insta-warp” webbing is allowing the ship to gain speed at its unwebbed acceleration rate –then- web lowering its max speed to hit the 75% requirement to warp. Try using 1 web, then 2, then 3 and compare times for “insta-warp”. 1 or 2 webs will require much more time to warp a freighter than 3 webs.
Obelisk example: warp time of 103 sec (using worst skills possible). To go from 0 to 12 m/s takes about 5 seconds. Wait 5 seconds to get to 12 m/s then triple web which drops its max velocity down to about 10 m/s which is past the 75% requirement to warp and off the obelisk goes “insta-warped” (sometimes backwards! Bug most likely but I’ve seen it!)
Kinda over done on answer but the devil is in the details
Source Used: wiki.eveonline.com/wiki/Accelerationwiki.eveonline.com/wiki/Acceleration
Great answer, good mathematical argument.
Still concerned by default web’s reduce maximum velocity. However as you put in practicality by saying if you begin aligning while speed is 0 you will take the same time to warp, so clearly acceleration is unmodified. As Acceleration, Mass and Maximum velocity in EVE is a log function, maximum velocity must be therefore still play a part in determining warp time.
However I conceed your math is sound and yet I still feel somethings missing.
Using extremes to test this I suggest:
The warp time will remain unaffected at 40-50seconds as long as the freighter is webbed at 0m/s prior to initiating warp. If velocity had a large impact on warp time, a max velocity of 12m/s, 12% the base max speed, would be considerably different.
so your saying the delta of the max velocity has no effect on warp speed and that it’s the diferential in the raw percentage which causes the warp? If this is the case why does bump accelerating a ship even over 75% maximum speed not send it into warp?
You bring up a good point; inertia, speed and mass are not the sole factors in warping we need to look at alignment too. I am speculating that alignment is based of vectors (velocity-direction) Euclidean Vector rather than what direction your ship is looking at. This is just the graphics and the direction you ship is looking is not the same for everyone looking at your ship (no one piloting an orca sees it come out of warp at a gate sideways; only the people looking from another ship see the sideways). The act of bumping may increase your speed to the required warp velocity, but your vector is changed making your alignment off (unless bumped in the 5% direction of your target which is incredibly hard to do)
I started speculating this is the case when I hit “warp to gate” leaving a station with a freighter and you need to turn about 30 degrees to look at the gate. Since your ship is launched from the station you are going easily warp speed, but the velocity-direction (vector) is not at the warp gate. My freighter will turn and look at that gate for a good 2 minutes before it warps off, because the alignment of my ships velocity-direction needs to be corrected which is slower by starting at max velocity in a different direction. I find it faster to come to almost stopped (manually not just hitting stop, try to manually make the ship fly in the opposite direction will bring you to 0 way faster than pressing spacebar) and warp then hitting warp to gate.
It is true because to get a ship into warp you need two things: You must be pointing almost at the destination (within 5 degrees) and you must be moving at more than 75% of your maximum speed.
When you are webbed, your maximum speed is reduced, so you hit that 75% much quicker. Using this I have got freighters to warp in seconds rather than minutes.
Additionally, if you are doing some PVP and you web your target before you warp-disrupt them then they could get into warp before you hit the disruptor/scram (if they were already aligning for an exit). This is especially true if you are using a web and scram as the scram has a shorter range than the web and your target may be able to escape if you do it in the wrong sequence.
This is a great answer. There was a lot of uproar in alliance after the latest patch when someone suggested that this no longer worked, but it turned out that he lost his Jump freighter to being stupid rather than a change in gameplay. :–) If CCP ever did change this there would be a lot of upset pilots who see this mechanic as a reason to make logistics a co-operative fleet movement.
The align time and acceleration is unchanged but your top speed is altered this is what gets you into warp faster.
If your top speed is 100m/s, normally you align and accelerate and enter warp at 75m/s (ish). if you accelerate at 10m/s. that’s 7.5s to get into warp.
When webbed (lets say a 60% capable mod), your top speed is changed to 40m/s, 75% of this is 30m/s. Still accelerating at 10m/s, that’s 3s to get into warp.
i just think it’s weird that acceleration isn’t changed along with top-speed when your webbed i guess ^^; i think they changed that for the AB and MWD didn’t that? if i remember right your align time was longer when a AB or MWD was running… but i think i read that that was changed
Acceleration is changed. But usually by the time web is active there’s some speed already. For example my top speed 100 m/s (a bit slower then my freighter) and I initiate warp. In a few seconds I have speed of about 50 m/s and then acceleration starts dropping. But I’m webbed and suddenly that speed is now more then enough to warp. Instawarp!
This answer’s math is incorrect for determining ship warp time. Acceleration is based on Mass and Inertia. Your ship doesn’t maintain a 10m/s acceleration by lowering max velocity. If you lower your top velocity, your acceleration is lowered by a proportional amount but maintain the exact same warp time.
With an afterburner, your top speed is modified but your acceleration is not. Your acceleration is modified with an MWD, as well as your top speed. Ships that took longer than the mwd cycle time to align benefit from activating the MWD for a single cycle because they accelerate past the 75% of ship base speed and when the MWD disables, they warp. I believe this is what was altered recently but i’m not sure, i don’t do it often.
Also, a ship only has to be within 5% when warping unwebbed. e.g. freighters will warp sideways if webbed at the correct time. (acceleration isn’t linear, i think it’s more bell curve-ish)