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[[Category:PVP University]]
 
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[[Category:Public]]
<p align="Left"><small>
 
Original text by [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br>
 
Copyright Agony Unleashed
 
</small></p>
 
 
  
 
==Timers==
 
==Timers==
 
===Session Change Timer===
 
===Session Change Timer===
====What Is It & Why You Should Be Aware Of It====
 
Not knowing about session change timer may put you in a position where you are unable to jump gate or dock to station while being in the middle of a very hostile situation. This will subsequently lead to loss of your ship and pod.
 
  
Session change timer was introduced by CCP as a way of making sure that your client and server are in sync as to what's happening with your character. A session change is change of location of character, such as when it switches into a new ship or goes through a gate into a new system. It is not always a geographical change. The timer icon by itself is very small and might not be obvious at first. Once you enable it make sure you can locate it on your screen by jumping through a gate or switching into a new ship if you are docked.
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''Note: CCP has lowered the session change timer down to 10 seconds. Because of this change, session change timer awareness is not quite as critical as it used to be, but it is something you should still be aware of.''
  
'''Key thing to remember is that a new session cannot start before old timer expires.'''
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The session change timer was introduced by CCP to ensure that your client and server are in sync. A session change is change of location of character, such as when your ship gets destroyed or you go through a gate.  
  
Events that trigger session change timer are:
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Not knowing about session change timer may put you in a position where you are unable to go through a gate or dock in a station in the middle of a hostile situation, leading to the plausible loss of your ship and/or pod.
* docking and undocking from a station
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* jumping through a gate
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* boarding or leaving a ship in station
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* ejecting from a ship in space
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* losing your ship in combat (i.e. you get ejected from a ship as it turns into a wreck)
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* joining a fleet
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* changing roles in fleet or getting assigned new roles
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* getting podded
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* jump cloning
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* cynoing into a system
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Examples of session change timer messages:
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'''The key thing to remember is that a new session cannot start before the prior session change timer expires.'''
* "Just a moment while I finish gathering my senses. I'm pretty sure I can do it within 16 seconds."
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* "You're halfway onboard already. Please wait. Estimated time left for getting the other half aboard is 28 seconds."
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Events that trigger session change timer are:
* "Can't do that while undocking. You should be squeezed out in 20 seconds."
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* Docking and undocking from a station
* "Please wait while ship is entering hangar. Scotty, the docking manager estimates 23 seconds left."
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* Jumping through a gate
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* Ejecting from a ship in space
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* Losing your ship in combat (i.e. you get ejected from a ship as it turns into a wreck)
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* Joining a fleet, changes in fleet leadership above you, and moving positions within a fleet (such as moving yourself from squad 1 to squad 3)
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* Joining a corporation
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* Getting podded
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* Jump cloning
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* Cynoing into a system, black ops cyno bridging, Titan bridging, jump bridging
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* Entering/exiting a wormhole
  
 
Being unaware of the session change timer often gets players killed. Here are some examples of how it can happen:
 
Being unaware of the session change timer often gets players killed. Here are some examples of how it can happen:
* You have warped to a gate on which a hostile camp has been spotted. While in warp, you have accepted an fleet invite from a friend. This will start a session change timer preventing you from jumping (entering new session) once you land on the gate, much to the delight of the hostiles camping it.
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* You have warped to a gate on which a hostile camp has been spotted. While in warp, you have accepted a fleet invite from a friend. This will start a session change timer preventing you from jumping (entering new session) once you land on the gate, much to the delight of the hostiles camping it.
* You have jumped into a system and see a big hostile fleet sitting right on the gate you came through. You immediately attempt to fly right back to the gate and jump out, but the gate denies you jumping out. Meanwhile because you have broken your gate cloak the gate campers will get busy with shooting your ship to bits and pieces. Remember that after jumping gates you are given a session change timer. Patiently wait these 30 seconds out under the gate cloak and only then then race back towards the gate. Good luck!
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* You have jumped into a system and see a big hostile fleet sitting right on the gate you came through. You immediately attempt to fly right back to the gate and hop out, but the gate denies you. Meanwhile because you have broken your gate cloak the gate campers will get busy with shooting your ship to bits and pieces. Patiently wait these 10 seconds out under the gate cloak and only then then race back towards the gate.  
* You have been engaged on a station and subsequently lost your ship. You keep spamming dock button to dock to safety only to find that station denies you docking. Those few seconds were enough for an enemy interceptor to lock your pod and kill it. The station denied you docking because you leaving your ship upon its destruction triggered a session change timer. You cannot start a new session (dock inside a station) before your current timer expires. This is why if you have lost a ship on a gate or a station do not attempt to jump out or dock but instead immediately try to warp your pod to a celestial object.<br><br>
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* You have been engaged on a station and subsequently lost your ship. You keep spamming dock button to dock to safety only to find the station denies you docking. Those few seconds were enough for an enemy interceptor to lock your pod and kill it. The station denied you docking because you leaving your ship upon its destruction triggered a session change timer. You cannot start a new session (dock inside a station) before your current timer expires. If you have lost a ship on a gate or a station do not attempt to jump out or dock but instead immediately try to warp your pod to a celestial object.
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====Locating Session Change Timer On Your Screen====
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Whenever a session change timer is active, a small spinning circle will appear at the upper left corner of your client. When you hover over the spinning circle with your mouse, it will bring up a small box that will tell you how many seconds are left on your timer.
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[[Image:Finding Session Change Timer (Odyssey).png|frame|none|Hover over the spinning circle with mouse to see how many seconds are left on your session timer.]]
  
 
====Enabling the Session Change Timer====
 
====Enabling the Session Change Timer====
To enable the session change timer, log into your character and hit ESC to get into the settings menu. Go to the "General Settings" tab and in the "Generic" section find the option called "Show Session-Change Timer". Check that option and you are done. Hit "Close Window" and you will return back to the game. See the next section of this article to actually find the timer in the EVE client.
 
[[Image:Enabling Session Change Timer.png|frame|none|In the general settings window check the option to show session change timer on your screen.]]<br><br>
 
  
====Locating Session Change Timer On Your Screen====
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With the release of Odyssey 1.0, CCP moved to making the Session-Change timer a staple addition to the game rather than an optional feature. To enable it (pre-Odyssey), a player would log into their character and hit ESC to get into the settings menu, go to the "General Settings" tab, and find the "General" section. There a box named "Show Session-Change Timer" would be present.  
If you do any action which results in a session change and have the session timer option enabled, this will show you a small spinning circle at the upper left corner of your client. When you hover over the spinning circle with your mouse, it will bring up a small box that will tell you how many seconds are left on your timer. [[Image:Finding Session Change Timer.png|frame|none|Hover over the spinning circle with mouse to see how many seconds are left on your session timer.]]<br><br>
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[[Image:Enabling Session Change Timer.png|frame|none|In the general settings window check the option to show session change timer on your screen.]]
  
====Session Change Timer, Gate Cloak & Undock Invulnerability====
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====Gate Cloak====
Jumping gates or undocking you are given a certain period of invulnerability.
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After jumping through a gate this is known as the '''"gate cloak"''' and will last for '''1 minute'''. During this cloaking effect other parties on gate will not be able to see you, target you, or decloak you. While you are cloaked you may observe the situation around the gate and decide how to best proceed next. Note that gate cloak lasts twice as long as the session change timer, so you can easily wait out your timer without your cloak expiring.
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After jumping through a gate or exiting/entering a wormhole, your ship will be automatically cloaked (invisible) and invulnerable for '''60 seconds''' (one minute).  This is commonly referred to as being under '''"gate cloak."''' This cloak is automatic, and does not require any skills or special module fit on your ship.
  
When you undock from a station, you are also granted a period of '''undocking invulnerability''' of '''30 seconds'''. However, it is not manifested in a way of a cloak. You will see your ship drifting into space away from station, but any pilots camping undock point will not be able to establish a lock on you unless you break your own invulnerability. Undocking invulnerability gets broken if you:
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While under gate cloak, you cannot be targeted, decloaked, attacked, visible to others on grid, or visible on dscan.  You also cannot be probed out and take no damage from bombs, but your character name is visible in local chat.  While you are cloaked you may observe the situation around the gate and decide how to best proceed next. Remember that since the session change timer is now only 10 seconds, you can easily wait it out while under gate cloak.
* Activate any modules on you ship (hardeners, damage control, sensor booster, etc).
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Gate cloak is broken when:
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* 60 seconds have elapsed
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* You manually align or otherwise move your ship in any direction
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* You initiate a warp
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Note that while under gate cloak, you are unable to activate any modules.  You can, however, activate your dscanner, the system scanner, rotate your camera around (careful that you don't accidentally move yourself!) and see whoever is on grid or in local with you
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====Undock Invulnerability====
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When you undock from a station, you are invulnerable and cannot be targeted or attacked for '''30 seconds.''' Your ship is not cloaked, however. You will see your ship drifting into space away from station, but any pilots camping the undock point will not be able to target  lock you unless you break your own invulnerability.  
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Undocking invulnerability is broken when:
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* 30 seconds have elapsed
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* You activate any modules on your ship (hardeners, damage control, sensor booster, etc).
 
* Initiate warp anywhere.
 
* Initiate warp anywhere.
* Double click anywhere in space to move in that direction.
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* You manually align or otherwise move your ship in any direction
  
However good news is that slowing your ship down by clicking on velocity dial or pressing CTRL+SPACE combination (shortcut for stopping your ship) does nothing to your undock invulnerability. When you undock, your ship will be ejected into space at maximum velocity. However, if you plan to redock back to safety you don't want to be carried out of station's docking perimeter. You should press CTRL+SPACE to stop your ship or click on its speed dial to set speed to 0 m/s. If you haven't broken your invulnerability otherwise, you can simply order your ship to redock after your session change timer expires (that's the timer you get after undocking in the first place).
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Note that you can activate your dscanner, the system scanner, rotate your camera around, and stop your ship from moving without breaking your invulnerability.
  
Manipulating your way around session change timer will thus allow you to undock from a station, see who is camping it outside, report this to your fleet or corp/alliance, and then safely dock back up. However if you panic and start initiating warp or activating your hardeners or trying to move away from station, your invulnerability will drop and enemy pilots will be able to lock you. The station meanwhile will deny you docking because your 30 second session change timer that you got by undocking has not expired. Then the station campers can kill you.<br><br>
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When you undock from a station, the station ejects you at maximum velocity. Pressing CTRL+SPACE combination on your keyboard to stop your ship will not break your undock invulnerability and keeps your ship within docking range of the station. CTRL+SPACE is your friend whenever you undock in potentially hostile situations!  By undocking then immediately pressing CTRL+SPACE, you can get eyes on who is camping the station, report this to your fleet or corp/alliance, and then safely dock back up.  
  
====Stations and Docking Perimeter====
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However, if you panic and start initiating warp, activate any modules, or try to move away from station, your invulnerability will drop and enemy pilots will be able to lock you. If you break your invulnerability during the 10 second session change timer, the station will not allow you to dock.  Then the station campers can kill you.
  
Every station in game has a certain amount of space around its visible model called the '''docking perimeter'''. When your ship is inside this docking perimeter you can immediately dock to the station. When it is outside of docking perimeter it will first spend some time flying into it before docking. When you undock from most stations in EVE, you will see yourself reading to be within 0m of the station on the overview for quite some time while your ship will be moving. This is because your ship is simply traveling across station's docking perimeter.
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===Weapons timer (referred to as Aggression timer)===
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The Weapons timer, once called the Aggression timer, is a '''one minute''' timer that prevents you from moving through a stargate or docking within a station. The weapons timer starts the moment you perform any act of aggression by activating offensive modules or drones on another player. The amount of time left on your weapons timer is visible on the upper left corner of your screen.
  
Different stations have different amount of undocking perimeter. Under certain circumstances, knowing how much of a docking perimeter different stations have can save you your ship or alternatively get your a killmail.
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Action such as shooting at somebody, scrambling, webifying, dampening, or target painting them, using any other type of electronic warfare on target such as ecm burst, or aggressing with drones will start this timer. Scanning somebody's cargo or fittings, picking up items from a can or wreck that belongs to you or salvaging another pilot's wreck will not trigger this timer. If you are being shot at but do nothing in retaliation this timer will not be triggered.
* When you are undocking from a station and using your session change timer invulnerability to assess the situation outside, it is important to be able to re-dock back up immediately without hassles once this invulnerability expires. If the station has very little amount of docking perimeter, it will only take a few seconds after undocking for your ship to end up outside of docking perimeter range and be unable to re-dock immediately. If there are hostiles sitting and camping you at the undock point, they can then webify and scramble you to prevent you from getting back to station's docking perimeter.
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* When you are trying to bump ships belonging to other people away from docking perimeter of a station it is useful to know whether that might be a fruitful or a futile task.
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* When you are jumping a capital ship to a station, you ultimately want it to end up within this station's docking perimeter. This way you only have to wait out the 30 second session change timer and then simply to dock up. If your capital ship cynos in outside of docking perimeter, it will have to spend time crawling towards the station, leaving a window of opportunity for somebody to attack it while it will be unable to dock.
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Majority of stations in EVE have very generous amount of docking perimeter. This amount never changes and can be easily predicted by looking at station's visible model. One of the more notable models that you will frequently see in space is the Jita 4-4 station model. The story goes that once upon a time when Jita 4-4 station became a major trading hub, CCP got tired of people smartbombing others at the undock point. Thus they gave this station an enormous amount of docking perimter making it one of the safest models undock from or cyno capital ships to.
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'''Warning:''' If you have your drones out and somebody starts aggressing you, your drones may auto-aggress. This will give you the one minute weapons timer, making you unable to dock or jump gate.  
  
[[Image:Normal Stations.jpeg|frame|none|Examples of station models with generous amount of docking perimeter.]]
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For complete information on recent changes to this and other timers, please read the [http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 Dev Blog]
  
Alternatively there are a few stations in this game called '''eject stations''' (sometimes called 'kickout' stations) where upon undocking you will find yourself to be outside docking perimeter within just a few seconds. My ship is a white square in the picture below. You can see that upon undocking I ended up being approximately 1,800 meters outside of docking perimeter. Any station with a characteristic undocking tunnel as the one on picture below will be an eject station. These types of stations are very common to encounter in Minmatar space. This particular one belongs to Concord and is located in Pakshi system.
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===Log-Off Timers===
  
[[Image:Eject station 1.png|frame|none|Typical "eject" station with elongated undocking tunnel.]]
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Log-Off Timers are present through the game to prevent users from taking advantage of logging off during a fight and being safe
  
Two other "eject" station models are pictured below. Model on the left side is Duvolle station in Alentene system. This model is most frequently encountered in Gallente empire and 0.0 space. Model on the right hand side is a Caldari station. This one belongs to Caldari Navy and is located in Tintoh system.
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==== 30 Second Log-Off Timer ====
  
[[Image:Eject Stations 2.jpeg|frame|none|More examples of "eject" station models.]]<br><br>
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The '''30 second log-off timer''' is the base timer that is applied to all players when logging off in space so long as certain situational prerequisites are met. If you have not engaged anyone in a system or haven't been engaged and you log off in space, your ship will warp off far away from your current location then stop for 30 seconds, after which it will disappear. Your ship will continue showing on directional scanner scans during this time. If you have activated tanking modules on it such as damage control and hardeners prior to logging, they will continue running on your ship after you logged as long as it has the capacitor to run them. If your ship was cloaked, its cloak will drop while it is waiting out this log-off timer. This period of time is short enough that it highly unlikely (but not impossible) that anyone will be able to scan probe your ship down.
  
===Aggression timer===
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However, there is the option to initiate a Safe Log-Off by either accessing the in-game options menu (ESC key) and clicking the 'Log Off Safely' button at the bottom right, or by right-clicking either your ship or your capacitor display and selecting 'Log Off Safely' from the drop right menu. Doing so initiates a a 30 second log-off timer which, at the end, your ship cloaks up in space and you are logged out of the game. At the bottom of the log-off counter is a button in which you may Abort your log-off if you wish.
Aggression timer lasts '''1 minute''' and makes you unable to jump gate or dock to station after you have performed aggressive actions. It is not same as the yellow Aggression Counter or the red Global Criminal Counter (GCC), both of which are easily observed on your screen in empire space. Aggression time is invisible both in empire and 0.0 space. Unlike the Session Change Timer you cannot enable it in any way to count down on your screen.
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Action such as shooting at somebody, scrambling, webifying, dampening, or target painting them, using any other type of electronic warfare on target such as ecm burst, aggressing target with drones, trigger this timer. Doing aggressive actions to other character's cans and wrecks will also trigger this timer (but not with your own cans and wrecks). Targeting or scanning somebody's cargo or fittings, picking up items from a can or wreck that does not belong to you or salvaging another pilot's wreck will not trigger this timer. If you are being shot at but do nothing in retaliation this timer will not be triggered.
 
  
'''Warning:''' If you have your drones out and somebody starts aggressing you, your drones may auto-aggress. This will give you the 1 minute aggression timer, making you unable to dock or jump gate. Shooting a corp member will also give you timer hence why it is important to not play around and shoot each other during a pvp operation. It may end up costing you your ship when FC says "jump" and you'll be stuck on the gate with the aggression time because you decided to test a fleetmate's tank.
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To initiate the Safe Log Off feature, there are certain prerequisites that must be met:
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* You cannot have active modules
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* You cannot be in warp
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* You cannot be ejecting from a ship
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* You cannot have aggression from players or NPCs
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* You cannot be issuing movement commands
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* You cannot be launching/jettisoning objects
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* You cannot be in a fleet
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* You cannot deploy/reconnect with drones
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* You cannot have a target locked
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* You cannot be cloaked
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* You cannot have an exploding/self-destructing ship
  
This timer does not get triggered by fighting and killing NPCs.<br><br>
 
  
===Log-Off Timers===
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[[Image:Safe logoff.jpg|frame|none|Safe Log-Off Countdown as seen on Player Screen]]
  
There are two timers that get applied to ships logging off in space. One is the normal '''30 second log-off timer'''. If you have not engaged anyone in a system or haven't been engaged and you log off in space, your ship will warp a distance of 1 million kilometers then sit there at a safespot for 30 seconds and then disappear. Your ship will continue showing on 360 directional scanner during this time. If you have activated tanking modules on it such as damage control and hardeners prior to logging, they will continue running on your ship after you logged as long as it has the capacitor to run them. If your ship was cloaked, its cloak will drop while it is waiting out this log-off timer. This period of time is quite short that it highly unlikely (but not impossible) that anyone will be able to scan probe your ship down.
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==== Non-Capsuleer Log-Off Timer ====
  
However a different '''15 minute log-off timer''' gets applied if any aggressive actions have transpired between you and another pilot. You will get this timer in any event when you shot, scrambled, neuted, or jammed somebody, applied any sort of electronic warfare modules or drones to another pilot's ship. Most importantly you also get this timer if you have been aggressed by other pilots but have done nothing in retaliation. This timer will prevent your ship from disappearing in space for 15 minutes since the last aggressive act of the engagement (not since the start of engagement). This is plenty of time for a covert ops pilot to scan down your ship with scan probes and warp its gang to its safespot.  
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A '''Non-Capsuleer Log-Off Timer''' is applied when any aggressive actions have occurred between you and a NPC. This timer is applied when any offensive actions are taken by you against an NPC or when an NPC takes offensive actions against you. The Non-Capsuleer Log-Off Timer prevents you from safely logging off in space for a total of five minutes since the last hostile action by or against you.
  
It is important to remember, however, that this log-off timer is specific to systems. So if you for example engage a Harbinger on gate in one system then jump into the next system, the timer from previous system no longer applies. You can warp to a safespot and safely log off. However it does not mean that the old timer has disappeared. If you have jumped into the next system, hanged around there for a few minutes then went back to the system where you have engaged the Harbinger, the log-off 15 minute time that you got from it will continue to apply to your ship. If you decide to log off in this system where engagement happened, you ship will not disappear in 30 seconds but will be hanging there for several minutes.
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[[Image:Noncapsuleer logoff timer.jpg|frame|none|Non-Capsuleer Log-Off Timer as seen on Player Screen]]
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==== Capsuleer Log-Off Timer ====
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A '''Capsuleer Log-Off Timer''' gets applied if any aggressive actions have transpired between you and another pilot. You will get this timer in any event when you shot, scrambled, neuted, or jammed somebody, or applied any sort of electronic warfare modules or drones to another pilot's ship. Most importantly you also get this timer if you have been aggressed by other pilots but have done nothing in retaliation. This timer will prevent your ship from disappearing in space for 15 minutes since the last aggressive act of the engagement (not since the start of engagement). This is plenty of time for a pilot to scan down your ship with combat scan probes.  
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[[Image:Capsuleer Log-Off Timer.jpg|frame|none|Capsuleer Log-Off Timer as seen on Player Screen]]
  
Just like the 1 minute aggression timer, this timer is also invisible and it does not get triggered by fighting NPCs.
 
  
 
Some examples of how not being aware of the log-off timer can get your ship into trouble:
 
Some examples of how not being aware of the log-off timer can get your ship into trouble:
 
* You have engaged a Drake on the gate and successfully killed it with your gang. In the next 5 minutes you get a call from a friend and decide to log out of the game. Upon logging, your ship will warp off 1 mil km and sit in space for 10 minutes before it can disappear. Meanwhile Drake's gang came into system seeking revenge and their covops pilot picks your ship up on scan. Needless to say what is going to happen next to your poor ship and possibly pod as well.
 
* You have engaged a Drake on the gate and successfully killed it with your gang. In the next 5 minutes you get a call from a friend and decide to log out of the game. Upon logging, your ship will warp off 1 mil km and sit in space for 10 minutes before it can disappear. Meanwhile Drake's gang came into system seeking revenge and their covops pilot picks your ship up on scan. Needless to say what is going to happen next to your poor ship and possibly pod as well.
* You are pvping with your gang and just lost your very first Zealot in a silly way. Frustrated with the game you warp your pod to a safespot and log off immediately. Logging back in you find yourself in clone vat bay having to purchase new clone and new set of implants. This happened because when you logged off your pod kept hanging mid-space for duration of your log-off timer and the enemy gang has bothered to stick around, scan probe it out, and kill it.<br><br>
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* You are pvping with your gang and just lost your very first Zealot in a silly way. Frustrated with the game you warp your pod to a safespot and log off immediately. Logging back in you find yourself in clone vat bay having to purchase new clone and new set of implants. This happened because when you logged off your pod kept hanging mid-space for the duration of your log-off timer and the enemy gang has bothered to stick around, scan probe it out, and kill it.
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For complete information on recent changes in Retribution to this and other timers, please read the [http://community.eveonline.com/devblog.asp?a=blog&nbid=73443 Crimewatch Dev Blog] and the [http://community.eveonline.com/devblog.asp?a=blog&nbid=73996 Safe Logoff] dev blog.
  
 
===Empire Timers===
 
===Empire Timers===
====Yellow Aggression Timer====
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====Suspect Timer (Suspect Flag)====  
This is a '''yellow 15 minute counter''' that is visible only in empire space and is not visible in 0.0. This yellow aggression counter simply means that you are flagged to somebody to shoot at you without Concord intervention. Most often you will observe this timer appearing after shooting some NPCs. You will also get this counter when you steal items from a yellow can or wreck. In this case you become flagged to the entire corporation of the owner of that can or wreck (exception are NPC corps). They will see you as red on their overview (but they will not see this timer) and you will see this yellow aggression counter on the upper left side of your screen.
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This is a '''suspect time''' that is visible only in empire space and is not visible in 0.0. The suspect timer simply means that you are flagged in such a way that other capsuleers may shoot at you without Concord intervention. You may acquire a suspect flag by stealing from yellow wrecks and cans, aggressing capsuleers in low security space who are not flagged as either suspect or criminal, and by providing targetted assistance (remote repairs, remote sensor boosting, etc.) to a capsuleer who is in a limited engagement or flagged as a Suspect/Criminal.
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This counter is not triggerd by salvaging somebody's wreck because salvage material does not belong to anyone. This counter will also have no effect on your docking permissions or your permissions to jump gate unlike the weapons timer. While the suspect timer used to reset every time an aggressive action transpires between you and the party that you were flagged to, counting down from the time of the last aggressive action, that is no longer the case. Once a capsuleer aggresses you, you will be entered into a limited engagement with that person and are able to freely engage them back without CONCORD intervention without any reset to your suspect timer.
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It is important to note that when aggressing a capsuleer in low security space on a gate or station, acquiring a suspect flag will trigger the sentry guns to fire upon you. This can be mitigated, however, by logistics or by warping off and then back.
  
Drag your mouse over this counter to see who you are flagged to. It will state: "Your crimes" and then list the parties that can engage you in empire space without sentry or Concord intervention. If it says something like Serpentis, Guristas, Sanshas, Blood Raiders, or Angels all it means is that you are flagged to NPCs and can disregard it. If it lists players or corporations, this you should pay attention to because as long as this timer is ticking, the player or corp listed can freely open fire on you in empire space. So once again, don't worry if you got the yellow counter due to NPCs shooting at you, but do take note if you got a counter against players.
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[[Image:Suspect_timer.jpg‎|frame|none|Suspect Timer as seen on Players Screen]] [[Image:Suspect_local.jpg‎‎|frame|none|Suspect Flag as seen in Local Chat]]
  
This counter is not triggerd by salvaging somebody's wreck because salvage material does not belong to anyone. This counter will also have no effect on your docking permissions or your permissions to jump gate unlike the 1 minute Aggresson Timer. If you get engaged by the party you are flagged to, this counter will reset on the server but it unfortunately will not reset on your screen. It resets every time an aggressive action transpires between you and the party that you were flagged to and counts down from the time of the last aggressive action.
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==== Criminal Timer (Criminal Flag) ====
  
You will also get this yellow timer ticking if you engage in illegal aggression in vicinity of sentry guns (i.e. you engaged somebody on gate or station in lowsec who is not otherwise flagged to you). In this case you will get flagged to the NPC corporation to which the sentry guns around station or gate belong. This timer will reset every time the sentries "see" you on grid, but the reset once again will not show on your screen. The GCC timer that you get in such acts of piracy will overlay this yellow timer such that you will not see it. This is why it is important to not warp to stations or gates while you have GCC going as it will only reset your yellow timer against the sentry guns and thus prolong it.
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The Criminal Timer appears on upper left hand side corner each time you commit a "crime". A crime is considered to be initiation of aggression in on anyone who is not an outlaw or is otherwise flagged to you. In high security space, this is done by aggressing a player or objects the player holds ownership over (such as player orbital stations, containers, and wrecks.) In low security space, you may only obtain a criminal flag by aggressing a player's capsule.  
  
[[Image:Yellow Aggression Timer.png|frame|none|Yellow Aggression Timer]]<br><br>
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The Criminal Flag acts much in the same way a Suspect Flag does, allowing sentry guns to attack your ship and capsuleers to engage you freely. However, if you obtain a criminal flag in high security space or have a criminal flag before jumping into high security space, CONCORD will spawn and destroy your ship (never your pod.) While in high security space, undocking in anything other than a capsule whilst having the criminal flag will result in CONCORD (as well as sentries) attacking and destroying your ship. By default overview settings, characters with criminal flags will have a distinct blinking red skull placed next to their name in local chat.
  
====Global Criminal Countdown (GCC) ====
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[[Image:Criminal_timer.jpg‎|frame|none|Criminal Timer as seen on Player Screen]] [[Image:Criminal_local.jpg|frame|none|Criminal Flag as seen in Local Chat]]
  
This is a red counter that will appear on upper left hand side corner each time you commit a "crime". A crime is considered to be initiation of aggression in on anyone who is not an outlaw or is otherwise flagged to you. In low security space this can be triggered by acts of piracy, in high security space - by acts of suicide killing another ship.
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==== Limited Engagement Timer ====
  
While you have this counter in lowsec space, sentry guns will open fire on you. If you jump into high security space by accident with this red timer ticking, Concord will proceed to kill your ship. If you have gotten this timer in high security space, do not undock with a new ship while you have it going otherwise you will be promptly be killed by sentries and Concord at the undock.
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The Limited Engagement Timer, added with Retribution as a part of the new Crimewatch system [http://community.eveonline.com/news/dev-blogs/73443], is a five minute countdown from the last known sanctioned acts of aggression between one or more capsuleers and yourself. The countdown is kept at 5:00 until both parties have disengaged their offensive modules and is reset by any further acts of aggression before the timer runs down. A limited engagement timer may be acquired by being aggressed while having a suspect/criminal flag, aggressing a capsuleer flagged as a suspect/criminal (or outlaw), or by initiating a [[Dueling|duel]] with a capsuleer.
  
By default overview settings, characters with GCC going will have a distinct red skull placed next to their name in local chat. This way you can see from local chat window who has been engaging in criminal acts in the system.
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The limited engagement timer allows for sanctioned fights to be held in high security and low security space without any loss of security status, as well as allowing for suspects and criminals to defend themselves without incurring a more severe security status loss.
  
[[Image:GCC.png|frame|none|Global Criminal Countdown ( aka the "Concord aggro timer")]] [[Image:Example of GCC.png|frame|none|Example of player with GCC visible from local chat window.]]<br><br>
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[[Image:Lmtd_engmt_timer.jpg|frame|none|Limited Engagement Timer as seen on Player Screen]]
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[[Image:Lmtd_engmt_local.jpg‎|frame|none|Limited Engagement Flag as seen in Local]]

Latest revision as of 14:58, 19 January 2016


Timers

Session Change Timer

Note: CCP has lowered the session change timer down to 10 seconds. Because of this change, session change timer awareness is not quite as critical as it used to be, but it is something you should still be aware of.

The session change timer was introduced by CCP to ensure that your client and server are in sync. A session change is change of location of character, such as when your ship gets destroyed or you go through a gate.

Not knowing about session change timer may put you in a position where you are unable to go through a gate or dock in a station in the middle of a hostile situation, leading to the plausible loss of your ship and/or pod.

The key thing to remember is that a new session cannot start before the prior session change timer expires.

Events that trigger session change timer are:

  • Docking and undocking from a station
  • Jumping through a gate
  • Ejecting from a ship in space
  • Losing your ship in combat (i.e. you get ejected from a ship as it turns into a wreck)
  • Joining a fleet, changes in fleet leadership above you, and moving positions within a fleet (such as moving yourself from squad 1 to squad 3)
  • Joining a corporation
  • Getting podded
  • Jump cloning
  • Cynoing into a system, black ops cyno bridging, Titan bridging, jump bridging
  • Entering/exiting a wormhole

Being unaware of the session change timer often gets players killed. Here are some examples of how it can happen:

  • You have warped to a gate on which a hostile camp has been spotted. While in warp, you have accepted a fleet invite from a friend. This will start a session change timer preventing you from jumping (entering new session) once you land on the gate, much to the delight of the hostiles camping it.
  • You have jumped into a system and see a big hostile fleet sitting right on the gate you came through. You immediately attempt to fly right back to the gate and hop out, but the gate denies you. Meanwhile because you have broken your gate cloak the gate campers will get busy with shooting your ship to bits and pieces. Patiently wait these 10 seconds out under the gate cloak and only then then race back towards the gate.
  • You have been engaged on a station and subsequently lost your ship. You keep spamming dock button to dock to safety only to find the station denies you docking. Those few seconds were enough for an enemy interceptor to lock your pod and kill it. The station denied you docking because you leaving your ship upon its destruction triggered a session change timer. You cannot start a new session (dock inside a station) before your current timer expires. If you have lost a ship on a gate or a station do not attempt to jump out or dock but instead immediately try to warp your pod to a celestial object.

Locating Session Change Timer On Your Screen

Whenever a session change timer is active, a small spinning circle will appear at the upper left corner of your client. When you hover over the spinning circle with your mouse, it will bring up a small box that will tell you how many seconds are left on your timer.

Hover over the spinning circle with mouse to see how many seconds are left on your session timer.

Enabling the Session Change Timer

With the release of Odyssey 1.0, CCP moved to making the Session-Change timer a staple addition to the game rather than an optional feature. To enable it (pre-Odyssey), a player would log into their character and hit ESC to get into the settings menu, go to the "General Settings" tab, and find the "General" section. There a box named "Show Session-Change Timer" would be present.

In the general settings window check the option to show session change timer on your screen.

Gate Cloak

After jumping through a gate or exiting/entering a wormhole, your ship will be automatically cloaked (invisible) and invulnerable for 60 seconds (one minute). This is commonly referred to as being under "gate cloak." This cloak is automatic, and does not require any skills or special module fit on your ship.

While under gate cloak, you cannot be targeted, decloaked, attacked, visible to others on grid, or visible on dscan. You also cannot be probed out and take no damage from bombs, but your character name is visible in local chat. While you are cloaked you may observe the situation around the gate and decide how to best proceed next. Remember that since the session change timer is now only 10 seconds, you can easily wait it out while under gate cloak.

Gate cloak is broken when:

  • 60 seconds have elapsed
  • You manually align or otherwise move your ship in any direction
  • You initiate a warp

Note that while under gate cloak, you are unable to activate any modules. You can, however, activate your dscanner, the system scanner, rotate your camera around (careful that you don't accidentally move yourself!) and see whoever is on grid or in local with you

Undock Invulnerability

When you undock from a station, you are invulnerable and cannot be targeted or attacked for 30 seconds. Your ship is not cloaked, however. You will see your ship drifting into space away from station, but any pilots camping the undock point will not be able to target lock you unless you break your own invulnerability.

Undocking invulnerability is broken when:

  • 30 seconds have elapsed
  • You activate any modules on your ship (hardeners, damage control, sensor booster, etc).
  • Initiate warp anywhere.
  • You manually align or otherwise move your ship in any direction

Note that you can activate your dscanner, the system scanner, rotate your camera around, and stop your ship from moving without breaking your invulnerability.

When you undock from a station, the station ejects you at maximum velocity. Pressing CTRL+SPACE combination on your keyboard to stop your ship will not break your undock invulnerability and keeps your ship within docking range of the station. CTRL+SPACE is your friend whenever you undock in potentially hostile situations! By undocking then immediately pressing CTRL+SPACE, you can get eyes on who is camping the station, report this to your fleet or corp/alliance, and then safely dock back up.

However, if you panic and start initiating warp, activate any modules, or try to move away from station, your invulnerability will drop and enemy pilots will be able to lock you. If you break your invulnerability during the 10 second session change timer, the station will not allow you to dock. Then the station campers can kill you.

Weapons timer (referred to as Aggression timer)

The Weapons timer, once called the Aggression timer, is a one minute timer that prevents you from moving through a stargate or docking within a station. The weapons timer starts the moment you perform any act of aggression by activating offensive modules or drones on another player. The amount of time left on your weapons timer is visible on the upper left corner of your screen.

Action such as shooting at somebody, scrambling, webifying, dampening, or target painting them, using any other type of electronic warfare on target such as ecm burst, or aggressing with drones will start this timer. Scanning somebody's cargo or fittings, picking up items from a can or wreck that belongs to you or salvaging another pilot's wreck will not trigger this timer. If you are being shot at but do nothing in retaliation this timer will not be triggered.

Warning: If you have your drones out and somebody starts aggressing you, your drones may auto-aggress. This will give you the one minute weapons timer, making you unable to dock or jump gate.

For complete information on recent changes to this and other timers, please read the Dev Blog

Log-Off Timers

Log-Off Timers are present through the game to prevent users from taking advantage of logging off during a fight and being safe

30 Second Log-Off Timer

The 30 second log-off timer is the base timer that is applied to all players when logging off in space so long as certain situational prerequisites are met. If you have not engaged anyone in a system or haven't been engaged and you log off in space, your ship will warp off far away from your current location then stop for 30 seconds, after which it will disappear. Your ship will continue showing on directional scanner scans during this time. If you have activated tanking modules on it such as damage control and hardeners prior to logging, they will continue running on your ship after you logged as long as it has the capacitor to run them. If your ship was cloaked, its cloak will drop while it is waiting out this log-off timer. This period of time is short enough that it highly unlikely (but not impossible) that anyone will be able to scan probe your ship down.

However, there is the option to initiate a Safe Log-Off by either accessing the in-game options menu (ESC key) and clicking the 'Log Off Safely' button at the bottom right, or by right-clicking either your ship or your capacitor display and selecting 'Log Off Safely' from the drop right menu. Doing so initiates a a 30 second log-off timer which, at the end, your ship cloaks up in space and you are logged out of the game. At the bottom of the log-off counter is a button in which you may Abort your log-off if you wish.


To initiate the Safe Log Off feature, there are certain prerequisites that must be met:

  • You cannot have active modules
  • You cannot be in warp
  • You cannot be ejecting from a ship
  • You cannot have aggression from players or NPCs
  • You cannot be issuing movement commands
  • You cannot be launching/jettisoning objects
  • You cannot be in a fleet
  • You cannot deploy/reconnect with drones
  • You cannot have a target locked
  • You cannot be cloaked
  • You cannot have an exploding/self-destructing ship


Safe Log-Off Countdown as seen on Player Screen

Non-Capsuleer Log-Off Timer

A Non-Capsuleer Log-Off Timer is applied when any aggressive actions have occurred between you and a NPC. This timer is applied when any offensive actions are taken by you against an NPC or when an NPC takes offensive actions against you. The Non-Capsuleer Log-Off Timer prevents you from safely logging off in space for a total of five minutes since the last hostile action by or against you.

Non-Capsuleer Log-Off Timer as seen on Player Screen

Capsuleer Log-Off Timer

A Capsuleer Log-Off Timer gets applied if any aggressive actions have transpired between you and another pilot. You will get this timer in any event when you shot, scrambled, neuted, or jammed somebody, or applied any sort of electronic warfare modules or drones to another pilot's ship. Most importantly you also get this timer if you have been aggressed by other pilots but have done nothing in retaliation. This timer will prevent your ship from disappearing in space for 15 minutes since the last aggressive act of the engagement (not since the start of engagement). This is plenty of time for a pilot to scan down your ship with combat scan probes.

Capsuleer Log-Off Timer as seen on Player Screen


Some examples of how not being aware of the log-off timer can get your ship into trouble:

  • You have engaged a Drake on the gate and successfully killed it with your gang. In the next 5 minutes you get a call from a friend and decide to log out of the game. Upon logging, your ship will warp off 1 mil km and sit in space for 10 minutes before it can disappear. Meanwhile Drake's gang came into system seeking revenge and their covops pilot picks your ship up on scan. Needless to say what is going to happen next to your poor ship and possibly pod as well.
  • You are pvping with your gang and just lost your very first Zealot in a silly way. Frustrated with the game you warp your pod to a safespot and log off immediately. Logging back in you find yourself in clone vat bay having to purchase new clone and new set of implants. This happened because when you logged off your pod kept hanging mid-space for the duration of your log-off timer and the enemy gang has bothered to stick around, scan probe it out, and kill it.

For complete information on recent changes in Retribution to this and other timers, please read the Crimewatch Dev Blog and the Safe Logoff dev blog.

Empire Timers

Suspect Timer (Suspect Flag)

This is a suspect time that is visible only in empire space and is not visible in 0.0. The suspect timer simply means that you are flagged in such a way that other capsuleers may shoot at you without Concord intervention. You may acquire a suspect flag by stealing from yellow wrecks and cans, aggressing capsuleers in low security space who are not flagged as either suspect or criminal, and by providing targetted assistance (remote repairs, remote sensor boosting, etc.) to a capsuleer who is in a limited engagement or flagged as a Suspect/Criminal.

This counter is not triggerd by salvaging somebody's wreck because salvage material does not belong to anyone. This counter will also have no effect on your docking permissions or your permissions to jump gate unlike the weapons timer. While the suspect timer used to reset every time an aggressive action transpires between you and the party that you were flagged to, counting down from the time of the last aggressive action, that is no longer the case. Once a capsuleer aggresses you, you will be entered into a limited engagement with that person and are able to freely engage them back without CONCORD intervention without any reset to your suspect timer.

It is important to note that when aggressing a capsuleer in low security space on a gate or station, acquiring a suspect flag will trigger the sentry guns to fire upon you. This can be mitigated, however, by logistics or by warping off and then back.

Suspect Timer as seen on Players Screen
Suspect Flag as seen in Local Chat

Criminal Timer (Criminal Flag)

The Criminal Timer appears on upper left hand side corner each time you commit a "crime". A crime is considered to be initiation of aggression in on anyone who is not an outlaw or is otherwise flagged to you. In high security space, this is done by aggressing a player or objects the player holds ownership over (such as player orbital stations, containers, and wrecks.) In low security space, you may only obtain a criminal flag by aggressing a player's capsule.

The Criminal Flag acts much in the same way a Suspect Flag does, allowing sentry guns to attack your ship and capsuleers to engage you freely. However, if you obtain a criminal flag in high security space or have a criminal flag before jumping into high security space, CONCORD will spawn and destroy your ship (never your pod.) While in high security space, undocking in anything other than a capsule whilst having the criminal flag will result in CONCORD (as well as sentries) attacking and destroying your ship. By default overview settings, characters with criminal flags will have a distinct blinking red skull placed next to their name in local chat.

Criminal Timer as seen on Player Screen
Criminal Flag as seen in Local Chat

Limited Engagement Timer

The Limited Engagement Timer, added with Retribution as a part of the new Crimewatch system [1], is a five minute countdown from the last known sanctioned acts of aggression between one or more capsuleers and yourself. The countdown is kept at 5:00 until both parties have disengaged their offensive modules and is reset by any further acts of aggression before the timer runs down. A limited engagement timer may be acquired by being aggressed while having a suspect/criminal flag, aggressing a capsuleer flagged as a suspect/criminal (or outlaw), or by initiating a duel with a capsuleer.

The limited engagement timer allows for sanctioned fights to be held in high security and low security space without any loss of security status, as well as allowing for suspects and criminals to defend themselves without incurring a more severe security status loss.

Limited Engagement Timer as seen on Player Screen
Limited Engagement Flag as seen in Local