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The AstronomersWormhole Fundamentals - System Effects (Ep. 2)
Wormhole Fundamentals - System Effects (Ep. 2)
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Comments Welcome to Wormhole Fundamentals, a video walkthrough from Adhocracy Inc. that will explain each facet of wormholes and their mechanics in the universe of Eve Online. W-space systems are divided into six classes, but not all systems in a given class are created equal. Some have "system effects," which change certain features of your ship throughout that system. System effects are permanent, if a w-space system has one effect, it will always have that effect. They scale with class, so an effect in a Class 1 system is much weaker than the same effect in a Class 6 system. They only affect player ships, Sleepers are the same everywhere. You'll know when you're dealing with a system effect when you jump in to a wormhole and it tells you "local spatial phenomena may cause strange effects on your ship systems ." You can try to figure out what the effect is by looking at it, but it's more reliable to plug the J-sig into StaticMapper or Dotlan to figure out what your newfound superpowers are. There are six types of effects: Magnetar Pulsar Wolf Rayet Cataclysmic Variable Red Giant Black Hole Let's go through them one by one. Magnetars shorten your targeting range, but increase your damage output. In a Class 6 system, your targeting range is cut in half, but you do double your normal damage! However, they also affect your tracking, so bring webs. They used to affect EWAR as well and some things will still say that they do, but CCP turned that off. Ask AHARM why (then run). Pulsars make your shields awesome and your armor paper-thin. You get more raw shield HP, but all of your armor resistances go down. Don't bring an armor gang to a pulsar. Your capacitor also recharges faster, so you can run those invulns all day long. Wolf-Rayets are the opposite of Pulsars. Your armor resists go up and your shield resists go down. Small weapons also get a big damage bonus, so grab your armor assault frigate of choice and go nuts! (Disclaimer: high-class Sleepers will still easily obliterate assault frigates. Do not attempt to run C6 sites in a Retribution). Cataclysmic Variables are a logistic pilot's best friend. Remote repair systems repair more, and your capacitor is bigger. However, local repair systems repair less, so don't try to solo one of these. Red Giants are quirky systems. If you like to overheat things, overloaded modules get even bigger bonuses. However, they also take more heat damage, so you can be awesome, but not for very long. Smart bombs also have a bigger radius and do more damage, so light that disco inferno! Black Holes are difficult systems to do anything in. Your top speed goes up but your handling goes down, so you can go really fast in a straight line but it takes forever to turn. It also increases drone speed, and if you launch Warriors in a high-class Black Hole, they sometimes won't be able to return because they just can't slow down. If you find one, I suggest grabbing your fastest frigate and seeing how fast you can go. Just make sure you bookmark the wormhole before you rocket off-grid! Knowing about system effects is essential to your survival in both PvP and PvE. Some tactics work spectacularly well with certain system effects and nowhere else, while your favorite fleet comp might break down if you jump into the wrong hole. Be aware of your surroundings, and use the local terrain to your advantage.
Added on Nov 20, 2012 by Ordonomundi
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  Extragalactic astronomy  
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