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Rpeg
Minmatar
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Posted - 2009.03.16 19:29:00 -
[1]
I probably should have looked into this several ships ago but I'd like to know some basic tactics in defending myself against gate camps and bubbles. I understand warping to 0. I think i get the pros and cons of warp stabilizers but that's really it. what else should i know? -- autechre - ep7 - track 1: rpeg estevancarlos.com |
Merin Ryskin
Peregrine Industries
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Posted - 2009.03.16 19:31:00 -
[2]
Use a scout, never worry about gatecamps again. -----------
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Rpeg
Minmatar
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Posted - 2009.03.16 19:36:00 -
[3]
Originally by: Merin Ryskin Use a scout, never worry about gatecamps again.
explain this scout thing. -- autechre - ep7 - track 1: rpeg estevancarlos.com |
gamarus
Ridiculously Proposed Guildname
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Posted - 2009.03.16 19:41:00 -
[4]
Edited by: gamarus on 16/03/2009 19:43:54 A scout is having another account active, flying a very cheap or a cloaking ship ahead of your main/valuable/easy target ship. It can be a second account of your own or a friend lending a hand.
On encountering a gatecamp, your main ship logs off, waiting for the gatecamp to dissolve, or you scout out an alternative route. It's important to keep somewhat back of your scout, usually you shouldn't be in the same system - scout jumps out and you in.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.03.16 19:50:00 -
[5]
Cloak + MWD trick. If you hit the cloak and a MWD at the same time, you'll cloak and your MWD will go through for one cycle. The speed penalty of the cloak and the speed boost of the MWD more or less cancel each other out. When you're fully aligned, or you start losing speed, decloak and enjoy your instawarp.
That's in lowsec. In 0.0, you can't do this..However, you -can- use the quick burst of speed granted by the one-cycle'd MWD to get out of the bubble. Overloading it might help too.
When going to another gate in 0.0 with others in local, go to a celestial object within 14.3 AU of the stargate first. d-scan the gate and make sure there are no dictors/hictors
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.03.16 20:17:00 -
[6]
A scout is the single best defence against gate camps.
It is a scouts job to jump ahead of the ship they are escorting. The scout risks the chance of gate camps and bubbles so that others know they can jump safely. A good scout knows how to get out of a camp and/or bubble alive. ~ Santiago Fahahrri Galactic Geographic |
Gort
Storm Guard Elite
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Posted - 2009.03.16 22:11:00 -
[7]
Bring a big fleet.... -- When in doubt, empty the magazine. |
Guillame Herschel
Gallente Buffalo Soldiers
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Posted - 2009.03.16 22:13:00 -
[8]
Edited by: Guillame Herschel on 16/03/2009 22:15:26 If you jump into a gate camp then while cloaked with the session timer counting down, right click on the gate you just came through and set as first waypoint. Wait until the session timer is almost run down and you are about to decloak, and activate autopilot. When autopilot moves you towards the gate, activate MWD. The campers will aggro you to try and web and scram you, but this will only give them aggro timers and prevent them jumping back through the gate with you. Even if some of them hold off attacking and jump through with you, you won't have to deal with the whole camp on the other side.
Even a BS should be able to make it back through the gate after the web-nerf. I saved a Harbinger from a low sec pirate camp that was specifically fit for catching people MWD-ing back to the gate. I got insta-locked and webbed by a Huginn, but the MWD gave me enough momentum to make it back to jumping distance of the gate. Got through with 120 structure left. :)
But I usually make it back without so much as a scratch on the paint.
-- The Theorem Theorem: If If, Then Then --
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Nexus Kinnon
SniggWaffe
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Posted - 2009.03.17 01:47:00 -
[9]
Originally by: Rpeg
Originally by: Merin Ryskin Use a scout, never worry about gatecamps again.
explain this scout thing.
:facwar:
Originally by: Sol'Kanar I am the spermicidal cream to your semen of lies.
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Biscuit0
GoonFleet GoonSwarm
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Posted - 2009.03.17 09:19:00 -
[10]
Bring like 20 pulse apocs and 10 rr torpedo scorps. Most camps will break up then you can move through safely.
hth~ |
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Easley Thames
The Maverick Navy PuPPet MasTers
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Posted - 2009.03.17 10:17:00 -
[11]
Well, yes, intel and scouting are helpful. If you don't have that, and you end up in a camp, you need to consider:
1: Your ship 2: Their ships 3: How far the bubble extends (are you in it? near any edges?) 4: Your modules (mwd? cloak? ecm?)
Fast ships can consider re-approaching or warping to something in-line if they are out of the bubble. If you're so much faster than the campers that they can't pursue you with what is on gate burning off gate and warping is possible but usually not a good idea.
Heavy ships are screwed if the camp is well-run, but you could try MWDing out of their bubble and killing the tacklers before warping. You could also try reapproaching if they lack fast-lockers to quickly scram + web you.
For many ships, cloaking and praying you can move far off the camp (or reapproach) is the best option. Ships with a cov-ops cloak are obviously intended to make a run for the edge of the bubble and warp out.
It's mostly situational awareness and a deep understanding of the capabilities of the ships on the gate that determine your best move.
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Salvo Brunel
Clown Punchers Syndicate
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Posted - 2009.03.17 10:44:00 -
[12]
You have been given all the useful answers above, the main one being to have a scout. But I think it is still worth mentioning that *all* PvP is about advance intelligence (i.e. information from scouts / friendlies). If you ever end up, unexpectedly, in a fight ... you are probably going to die. The fight is 90% over before a single shot is fired. Battles are won with good fits, fighting at your optimal range, fleet composition, target selection, etc. All of this depends on planning and advance intelligence.
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Psycho Nomad
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Posted - 2009.03.17 15:02:00 -
[13]
Edited by: Psycho Nomad on 17/03/2009 15:06:59 this is what i do if i run into a gatecamp.
As the screen pops up after jumping through a gate and i see an obvious camp. i quickly look at my ships position in relation to the other ships, taking a note of ship types, and their distances relative to me. Now, depending on the situation i will then do a number of things.
If i'm in anything bigger than a cruiser (MWD/AB or not) AND if there are NO intys/AFs/Frigs/general tackler lookin ships closer than 20k ( although a good camp would have intys sat @ 0 on gate giving them a max of 12k off no matter where the gate drops you... sometimes camps aint even 'this' organized) AND i'm generally aligned quite close to something i click the object im quite aligned to, pulse the MWD/AB if i have one, zoom out so i get the gate i came through in view (as i come out of cloak to the observed mobilization of the campers) click the gate ONCE i came thru to get its button mjigys on the active object control window and hover over 'approach'. While i do this i closely watch how close to 75% speed (when ur warp drive activates) im getting to and compare to to how far into getting a lock anyone in the fleet is. Hopefully i'll warp out (although it obviously depends on variables). If one of them gets a lock and i see the "X is trying to warp scramble you", before i manage to warp out, as i'm in a big ship, the only option left is to approach the gate, turn on my mwd/AB and race to the gate NOT ENGAGING ANYONE or i wont be able to jump, and hope for the best. The gate approach option is also what i would do if i wasn't aligned to anything and there were tackler looking ships close enough to me to get a lock on me and a disrupter point before i knew i could align/gain enough speed to warp.
IF i were in a smaller ship i would imediately take note of the ship scraming me, and fly DIRECTLY away from them clicking another (warp too) object thats relatively infront of me, i should have my MWD/AB on before now anyway (if possible) and AS SOON as i reach the range of the point and it drops i'de spam warp to. Failing that i would follow the normal aproach gate procedure.. again, its dependent on the situation.
Saying all this, i believe it is always good practice to fit a setup that is specifically designed for traveling. I.E. warp core stabilizers, inertial stabilizers in the lows, mwd and an AB in the mids, and possibly a cloak in one of the high slots (i can't personally cloak yet, i'm quite new) i would carry my usual setup in cargo, and swap out my mods at a station once i had safely reached my destination.
as well as this, if i were traveling to a specific place that i knew went through a few jumps of low sec, i would check the world map, highlighting ship destroyed in the last hour, pods destroyed in the last hour, and average pilots in space, and from the accumulated readouts of these, i would make an educated guess as to the potential threat at any points of note on the journey, making sure to take extra care their at said points, or avoid the completely by 'avoid system' option on the context menu.
I would also take note of any systems that were systems connecting high/low sec and low/null sec, and the close by neighboring systems to these, as, although they may not show problems on the map statistics, they still hold a potential threat due to their geographical positioning.
Finally, an accumulation of all of these factors mentioned have allowed me to safely travel about with very minimal losses.
It is worth noting, the only times i HAVE lost ships to gate camps is when i have not been vigilant on one or more of these factors.
I know its not 'perfect', and i've not covered as much as i could have but I hope this has helped.
Psy o7 ----- I corpse tank... Ships r for noobs. |
Cherab
Minmatar Trident Enterprises Un-Natural Selection
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Posted - 2009.03.17 20:54:00 -
[14]
Open your map & check number of pilots in system last 30mins. If it's not a station system and you see high numbers be wary
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Xavier Sunder
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Posted - 2009.03.17 21:57:00 -
[15]
Warp Disruption Field Generator I Warp Scramble Range 16 km
Electron Bomb Area of effect 15 km
A heavy interdictor might be able to survive a bomb, depending on the race and type of bomb. But just about everything less than a battlecruiser within range will be killed. And normal interdictors will get wasted too. If they're camping it with all BS or BC, you won't do much, but nothing breaks up a gate camp faster than having 5 ships 'splode. Be sure to yell JIHAD before you do it though. And have your will made out.
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Uncommon Cold
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Posted - 2009.03.19 01:57:00 -
[16]
So far I've found being in small ships like Frigates means you can usually align and jump away before they can lock you up. On one ocassion I didn't get away though, they locked me up and scrambled my warp very fast.
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