![]() ![]() reduce the number of cycles necessary for salvaging to be successful) and allow pilots to salvage certain types of advanced wrecks. Therefore, improving salvaging equipment and skills (see below) will not change what salvage is obtained rather, it will only increase salvage speed (i.e. The loot and salvage in each wreck are calculated at the time of destruction. Salvage drones can also be commanded to "Salvage" without having any wrecks targeted they will then salvage all the wrecks in your vicinity (up to the pilot's drone control range) one-by-one. After each cycle (10 seconds), as above, if one of the drones was successful, it will fly automatically back to the ship and deposit the salvage into the cargo hold. They will fly to the wreck (fairly slowly), orbit it, and attempt to salvage it. When using salvage drones, the drones will need to be launched into space, target the wreck, and then commanded to salvage it. To salvage more distant wrecks, pilots either need to fly closer to them or use a tractor beam to pull them closer. The lower a pilot's skills and equipment, and the more "difficult" the wreck is (see the section on salvaging time), the more cycles it will take before salvaging is successful. The Salvager will automatically start a new cycle and continues until the salvage is successful. Salvage is successful but the Salvager didn't uncover anything of value.Salvage is successful and the Salvager uncovered something of value, which is automatically deposited into the ship's cargo hold.After each cycle of the module (10 seconds in most cases) one of three things will occur: To use a Salvager module, target the wreck to be salvaged, approach to within the range of the Salvager (5 km for the Salvager I, 6 km for the Salvager II), and activate your Salvager module. In order to salvage wrecks, a ship must be equipped with either: In addition to looting their contents, wrecks themselves may be "salvaged" to gain useful materials. Blue icon: Wreck was abandoned by the owner, and can be freely looted by anyoneĪ ship must be within 2500 m of a wreck in order to loot it (i.e.Yellow icon: Wreck belongs to another player/corporation/fleet, and may not be looted without incurring a suspect timer (which allows any other pilot to freely attack you for 15 minutes).Grey icon: You have already accessed this wreck.White icon: Wreck belongs to you (or your corporation/fleet), and you have not yet accessed it.Empty triangle: Empty wreck (contains no loot).Square superimposed on a triangle: A wreck which contains loot, and which has not yet been looted.The symbol of the wreck icon on the overview changes based on the status of the wreck: Wrecks show up on the overview (although the overview settings may need to be adjusted). modules from the destroyed ship), which can be taken by anyone nearby. 1.0 - Build: 476047 - 04.12.Every time a ship is destroyed, a wreck is left behind. ![]() Shield HP increased from 950 to 1,000 (+50 HP).This makes the Corax a rare example of a ship in EVE which has a name meaning the same thing as that of another ship, the much larger Raven. Pilots should remember that the ship has a bonus for kinetic missile damage.Ĭorax is part of the scientific name for the common raven, corvus corax it was a Latin word meaning "raven", and was borrowed into Latin from ancient Greek. In PvE combat, the Corax can make short work of Level 1 missions, and can even attempt some Level 2s, though a Caracal will be a good step up for those. It lacks the high speed and MWD signature reduction of its rival the Talwar, and does not tend to be favoured for close-range or mobile work. When sniping, the Corax will have no way to pin its targets in place on its own, and must work with other ships. In PvP the Corax has some niche uses as a cheap long-ranged missile ship. With honed skills and Tech 2 equipment, it can be fitted to project around 150 DPS at around 70 km, though this DPS will be delayed by missile travel time. The Corax's range bonuses push it towards mid- and long-range engagements. Missile Bombardment and Missile Projection increase missile ranges and synergize well with the Corax's strengths. Basic fitting skills and support skills are desirable. With its range bonus and a bonus to explosion velocity that helps its missiles apply damage to small, fast targets, the Corax can threaten most frigates, from long ranges.īeing a Tech 1 destroyer and potentially a pilot's first step up from frigate hulls, the Corax is quite forgiving. New Caldari players who enjoyed the missile-centric playstyle of the Kestrel have the option of flying the missile-flinging Corax on their way to piloting a Caracal, rather than being forced into the turret-toting Cormorant. ![]()
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