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Topic: Jump Clone - Implants = Skill Training Time?? (Read 5980 times)
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FoXX
Terracotta Army
Posts: 15
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I understand that one of the reasons for having a jump clone is to protect your implants when doing PVP. Having googled for a bit and unable to find the exact answer, my question is simple: If you jump to a clone with no implants, do you loose the "time bonus" that implants 1 - 5 gave your original clone for current skill training? I did read somewhere that if you are pod kiiled with your implants, your skill training time will remain the same (as if you still had the implants) untill skill training is completed.
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Thrawn
Terracotta Army
Posts: 3089
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If you jump to a clone with no implants, do you loose the "time bonus" that implants 1 - 5 gave your original clone for current skill training?
Yes, you have to stop any skills you are training before you jump clone. Then when you start it again it's using the current clones implants only.
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"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
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IainC
Developers
Posts: 6538
Wargaming.net
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To add a bit to what Thrawn said, your skill training time is calculated everytime that you begin training a skill or swap a skill. If you jump to a new clone then you have to pause your skill training while you do so. As he says, when you restart then your training time is recalculated based on your new (unimplanted) stats.
When you get podded, your skill training doesn't stop and so isn't recalculated until the next time you start or switch skills.
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Nerf
Terracotta Army
Posts: 2421
The Presence of Your Vehicle Has Been Documented
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You're also right on getting podded with implants and the current skill. If I'm heading into a situation where I think I'm going to get podded, I'll usually just plug in a +3 for primary/secondary on a long skill and jump into the fight. That way if I get podded I don't feel slighted on the implants, and the money spent is a good motivator for not switching off that painfully long skill and getting your Vs.
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FoXX
Terracotta Army
Posts: 15
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Of course....thanks for. I had forgotten "skill stop" prior to clone jump...........
So for a minimum of 24 hours, you loose the "Time Bonus Luxury" whilst skill training. So ppl who do a lot of PVP and use a jump clone for implant protection don't get to utilise the luxury of their "lvl5" learning implants much.
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« Last Edit: October 29, 2008, 09:31:19 AM by FoXX »
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Thrawn
Terracotta Army
Posts: 3089
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You should always have some sort of implants in your clone even if you are going into PvP. Even if it's just +1 or 2s only on the attributes effecting the skill your currently training it's a vast improvement over nothing.
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"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
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Slayerik
Terracotta Army
Posts: 4868
Victim: Sirius Maximus
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I PVP with +4's , and about 50 mil in other implants.
The key is not dying :)
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"I have more qualifications than Jesus and earn more than this whole board put together. My ego is huge and my modesty non-existant." -Ironwood
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FoXX
Terracotta Army
Posts: 15
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Useful advice, many thanks........... :)
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Endie
Terracotta Army
Posts: 6436
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I love killing pods when in my eagle. It may not do my KB any good, but it sure as hell gives me pleasure to think of the implants folks might have. Especially the vaga/rapier etc pilots.
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My blog: http://endie.netTwitter - Endieposts "What else would one expect of Scottish sociopaths sipping their single malt Glenlivit [sic]?" Jack Thompson
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dwindlehop
Terracotta Army
Posts: 1242
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I usually PvP in two or three +4s. Good balance between risk and lost time: i.e. with careful management of skills, I don't lose any.
But yeah, not getting podded helps tons. Not dying helps too, but I'm still working on that. :P
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