- Kill
- 947
- +0 negli ultimi 90 giorni
- Perdite
- 500
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 95%
- ISK distrutti
- 676.97B
- +0 negli ultimi 90 giorni
- Attività
- Inattivo
- 0 kill/giorno · ultimi 90 giorni
Scheda di combattimento
Numeri da eve-kill, di tutta la carriera
Combattimento
- Kill
- 947
- Perdite
- 500
- Indice di pericolo
- 95%
- Colpi finali
- 125
- Punti
- 944
ISK
- Distrutti
- 676.97B
- Persi
- 32.46B
- Bilancio
- +644.52B
- Efficienza ISK
- 95%
Solo
- Kill in solo
- 36
- Percentuale solo
- 4%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 23
- Quota perdite NPC
- 5%
- Attività
- Inattivo
Danni inflitti2.9M
Rapporto danni · 43%
Danni subiti3.9M
Attività
Cosa vola, dove combatte, le ultime kill e perdite
I più preziosi
Le kill più costose del periodo
Chi incontra
Chi uccide, da chi viene ucciso e cosa perde
Ultimi 90g
Uccisi
Ucciso da
Scafi persiPerdite suddivise per classe di scafo.
Bio in gioco
CONCORD Response Times
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.
It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.
0.5: Roughly 19 seconds
0.6: Roughly 14 seconds
0.7 : Roughly 10 seconds
0.8 : Roughly 7 seconds
0.9 and 1.0: Roughly 6 seconds
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 22 seconds them to arrive and start firing in a 0.6 system.
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.
If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.
[23:44:11] Vehlin > blue drink is 5 parts vodka 3 parts peach schnapps 2 parts blue curacao and 10 parts lemonade
The CONCORD response time depends on the displayed security status (not the real sec) of the system and the status of CONCORD presence in the system. It's possible CONCORD still has to spawn in the system, has already spawned elsewhere in the system, or is present on grid.
It seems the lock time of the CONCORD ships does not depend on the signature radius of the offender's ship. The following table gives the time in seconds between the offending action and the first felt action of a CONCORD ship when CONCORD has just spawned in a system.
0.5: Roughly 19 seconds
0.6: Roughly 14 seconds
0.7 : Roughly 10 seconds
0.8 : Roughly 7 seconds
0.9 and 1.0: Roughly 6 seconds
When CONCORD is already on grid, the response time is severely reduced. There are no hard numbers on that yet but it looks like as if the response time drops to 2 seconds in 1.0 to about 8 seconds in 0.6 and 9 seconds in 0.5.
When CONCORD has already spawned elsewhere in the system but isn't on grid, the response time is significantly increased. In this case it will take about 22 seconds them to arrive and start firing in a 0.6 system.
A Thrasher has a cycle time of 7 seconds, and does about 1000 damage per volley. So for a ship that costs less than a 1 million ISK you can be suicide ganked for 1000-2000 EHP in a 0.5 security system where CONCORD still has to spawn. The same setup in 0.9 would only do 1000 EHP of damage.
If CONCORD has already spawned in the system and is not on grid, it's possible the Thrasher can do 3000 EHP damage in a 0.6 system.
[23:44:11] Vehlin > blue drink is 5 parts vodka 3 parts peach schnapps 2 parts blue curacao and 10 parts lemonade