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Takseen
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Posted - 2010.03.31 17:38:00 -
[1]
Right, I've started to poke around in lowsec for a bit, and see if the exploration sites are much better. I can fit cloaks but can't fly covert ops(yet), and can fly a decent cruiser or BC for combat sites. So, here's what I do at the moment.
First, I check the map statistics for my destination for number of kills, pilots in system etc, and decide if its worth the risk going in. Then I jump in with a probe frigate fitted with a cloak. If I see ships on the other side, I understand my options are to try and decloak and jump before I get locked and scrammed, or to try and fly back to the gate once my session timer has expired but before my gate cloak expires. Then all I need to do is find is create a safespot bookmark between some celestials, dump my probes and cloak up, then scan away. Jumping back to a gate I assume is much safer, since I can just warp to zero and mash the Jump button, is this correct?
I also believe that deadspace exploration sites are somewhat safer, since pirates can't warp to me directly but have to slowboat through each acceleration gate, so as long as I'm far enough away from the entrance I can see them coming and have a chance to bug out. Would 50km be outside the range of all warp disruption effects, or are there fits/ships that can go further? Non-deadspace sites seem to be far more risky if there's people in local, since they can either probe you or the site down, or take a guess at where you are based on the D scanner and warp to the site directly if they have it pre-marked. The best I could do in this situation is stay aligned to a celestial, correct?
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Wild Fox
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Posted - 2010.03.31 17:52:00 -
[2]
Originally by: Takseen Jumping back to a gate I assume is much safer, since I can just warp to zero and mash the Jump button, is this correct?
If the gate leads to hi-sec, yes. If it doesn't, there still may be people waiting for you on the other side.
Originally by: Takseen ... so as long as I'm far enough away from the entrance I can see them coming and have a chance to bug out.
You're forgetting about cloakers.
Originally by: Takseen Would 50km be outside the range of all warp disruption effects, or are there fits/ships that can go further?
You're safe at 50km, but figure out how long does it take for an inty with an overheated MWD to get into disrupt range... ;-)
Fox |

Bfoster
Wrecking Shots Hostile Alliance
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Posted - 2010.03.31 17:54:00 -
[3]
Originally by: Wild Fox
You're safe at 50km, but figure out how long does it take for an inty with an overheated MWD to get into disrupt range... ;-)
Fox
Arazu anyone?
------------
 My Killboard |

Meredith Midnight
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Posted - 2010.03.31 17:57:00 -
[4]
More or less correct. However keep in mind the session timer, (which i believe is 15-30 seconds). You wont be able to jump while the session timer is counting down, so if you think you need to burn back to gate, hold your jump-cloak until 20 seconds goes by then try to burn back to gate (if you have a cloak+mwd, or ab or mwd, use those the second you uncloak).
Also, keeping aligned is almost impossible in complexes/misisons with gates, your best defense is to spam the d-scanner for probes (or ships if you're in a complex as they can use their system scanner), if some neut/red is in system. Deadspace does nothing to help your scanning detectability, but MWDs make your sig size huge, so you'll be easier to scan down. Never be in a belt in lowsec/0.0 unless you wanna be at a much higher risk for a fight.
When in a complex, drop a can at the entrance right when you warp in so that any cloak-warpy ships have a chance to get decloaked when they warp into your instance, and moving away from the warp point is always a good idea.
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Takseen
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Posted - 2010.03.31 21:41:00 -
[5]
Thanks for the quick replies. Since you mentioned MWDs I may as well ask, should I find one on an exploration ship? I can see them being useful for burning to gates and away from tacklers, but aren't they non-functional in deadspace combat sites? Right now I use an afterburner and its a lifesaver when the acceleration gate dumps me too close to more rats than I can tank.
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45 Longslide
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Posted - 2010.04.21 20:45:00 -
[6]
You seem to be on the right path. Here's a couple things that might help. MWD works everywhere except missions. All deadspace plex's i've ever run allow mwd. It's the first thing i fit on all my scan ships. Train cov-ops, you'll be astounded by how much more stress free low sec becomes when you can fly around cloaked ( Recon's are even better when the time comes ). Have intant undock bookmarks for any stations you work out of in low sec. Undocking is actualy the most dangerous activity in low sec and where you're most likely to die. Never warp to zero on any sig you scan out. Warp to 30 or 50 and bm a roid or other object to warp back to. Avoid systems that have high population counts. If local count is to high just bm the sites you want and come back later when local is empty or just forget it and move on. The system that worked best for me was to move spare frigs and cruisers into low sec systems i'd worked regularly, that way i avoided the risk of getting caught at gate occasional camps and i could jump on a site right away instead of having to go get another ship x jumps away. And dont hesitate to bring friends. Extra guns and eyes make all the difference between grabing the loot and getting out or leaving empty handed.
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Lady Spank
Amarr Trillionaire High-Rollers Suicidal Bassoon Orkesta
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Posted - 2010.04.21 21:11:00 -
[7]
Blindly warping to 0 on a gate can lead to death by smartbombs. Scan out the gate for hostiles in advance, if you see a battleship there, try and approach from an off angle from any gates, stations or obvious celestial paths. If you can't get near enough to scan it, you can a. warp to 100 to check if its clear, b. put your combat probes over the gate, c. drain your cap and initiate warp to the gate so you don't warp the whole way until you are in range to d scan for hostiles.
Arazus can reasonably be expected to be able to lock up to about 55-68km, although with a command ship in gang this can be even further. ~_~
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Waylan Yutani
Gallente DEATHFUNK
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Posted - 2010.04.23 17:48:00 -
[8]
probe your site down, get your assault frig, drop a buglight on warpin (a can thats intended to decloak someone not carefull).. while doing your site, keep local and scanner open, deselect "use overview settings" so you catch combat probes - press it every once in awhile.
doing this, you won't be ganked - promise!
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Marko Riva
Adamant Inc.
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Posted - 2010.04.24 00:59:00 -
[9]
Check out my youtube channel.
It has some basic tutorials that can be very handy for you, in thise case the Low sec survival, session timers and MWD&cloak vids.
----------- I think, therefore I'm single. Want to learn combat/PVP? Alliance creation service |

oodin
Snuff Box
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Posted - 2010.04.24 03:30:00 -
[10]
Edited by: oodin on 24/04/2010 03:30:21

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Torn Slightly
Minmatar Nephite Tribe The ENTITY.
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Posted - 2010.04.25 00:08:00 -
[11]
Great vids Marko, appreciate you making these available.
-- Torn |

RentableMuffin
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Posted - 2010.04.25 05:05:00 -
[12]
Edited by: RentableMuffin on 25/04/2010 05:05:46
Originally by: Bfoster
Originally by: Wild Fox
You're safe at 50km, but figure out how long does it take for an inty with an overheated MWD to get into disrupt range... ;-)
Fox
Arazu anyone?
arazu with domi point and boosting loki can point at 85km (100km overloaded)  (68km with a t2 point, 80km overloaded)
oh and the boosting loki can web you at 53km with a 15km web, 67km overloaded.
did I mention both have cov ops cloaks 
oh yes and with boosting 100km fed navy webs on the rapier with overload
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z0de
The Bastards The Tusker Bastards
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Posted - 2010.04.25 07:05:00 -
[13]
Originally by: RentableMuffin Edited by: RentableMuffin on 25/04/2010 05:05:46
Originally by: Bfoster
Originally by: Wild Fox
You're safe at 50km, but figure out how long does it take for an inty with an overheated MWD to get into disrupt range... ;-)
Fox
Arazu anyone?
arazu with domi point and boosting loki can point at 85km (100km overloaded)  (68km with a t2 point, 80km overloaded)
oh and the boosting loki can web you at 53km with a 15km web, 67km overloaded.
did I mention both have cov ops cloaks 
oh yes and with boosting 100km fed navy webs on the rapier with overload
sssshhhh a a
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Aralieus
Amarr Rising Devils En Garde
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Posted - 2010.04.25 07:13:00 -
[14]
0.0 Radar tbh, it will brightin up your day when you find a Domi Medium Pos BPC...

Fortune favors the bold!!! |

Seishi Maru
Organization for Nuclear Research
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Posted - 2010.04.26 13:17:00 -
[15]
My advice. Get a fast warping frigate and pass some time at the region you want to live until you know it as the back of your hand. Make bookmarks at around 250 km of EACH gate. Preferencially UP or down, not aligned with ANYTHING.
When you come back in larger ships, warp first to these bookmarks then to the gate.
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