Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

SwordKnight
|
Posted - 2010.12.20 16:05:00 -
[1]
I want to go on a tour of low sec just me and my power of 2, I'm pretty much going to run into a gate clamp sooner or later so can anyone give me an idea the best way to defend against such a problem... in terms of ship builds. Yes I could use a convert ops ship but they are a bit week when it comes to pvp and will only last for so long so its not really an option.
Was thinking of HAC (Zealot) + a Drone ECM Reaper (Ishtar)
|

SpectreEnforcer
|
Posted - 2010.12.20 16:31:00 -
[2]
Edited by: SpectreEnforcer on 20/12/2010 16:31:17
Originally by: SwordKnight gate clamp
you mean camp right?
|

Jamaican Herbsman
I Love You Mary Jane
|
Posted - 2010.12.20 16:38:00 -
[3]
I think most of the gate clamps I've seen can easily be removed by using a screwdriver. Sometimes you may have to use crowbar, hammer or sometimes even angle grinder, but it's hard without damaging the gate.
|

Selous
TunDraGon Pandemic Legion
|
Posted - 2010.12.20 17:50:00 -
[4]
I find the best way to remove the clamps is to carry a small bottle of liquid nitrogen and a stubby 8oz hammer , squirt the lock with the nitrogen to freeze it , then a sharp blow shatters it like ice.
|

Jovan Geldon
Gallente Lead Farmers Kill It With Fire
|
Posted - 2010.12.21 02:26:00 -
[5]
Originally by: SwordKnight gate clamp
Originally by: SwordKnight convert ops
Que?
|

Aiwha
Caldari
|
Posted - 2010.12.21 04:16:00 -
[6]
Edited by: Aiwha on 21/12/2010 04:16:00
Originally by: Jovan Geldon
Originally by: SwordKnight gate clamp
Originally by: SwordKnight convert ops
Que?
Well, if he converts his loss to the terrible gate clamp to a win, he's... won, against, a gate clamp.
Itmakesperfectsenseyou'rejustnotsmarterenough. 
Gullible
|

Ryan Starwing
Gallente Cryptonym Sleepers Test Alliance Please Ignore
|
Posted - 2010.12.21 04:18:00 -
[7]
So you plan on taking off that hammer duct tapped to your hound to remove that gate clamp on it?
|

Marak Mocam
|
Posted - 2010.12.21 07:21:00 -
[8]
probes with "accidental chat" in local if necessary.
Toss 4 probes out near the gate and give it a minute.
If they don't bug out (many will), leave the probes up and toss in local:
"I don't care if he's having problems with his GF or his dog!" "I got <number of ship> on <gate to system> in <system>." "So YOU tell that whining FC that THE SCOUT has targets and get the damned group here." "oops... wrong channel"
Something like the above. It works at times and pretty much everyone gets a snicker because such "oops" typed messages actually do happen.
You, on the other hand, get a clear gate to jump through while the locals laugh at your "stupidity" from some safespot or handy station -- but NOT camping your gate.
|

SwordKnight
|
Posted - 2010.12.21 08:44:00 -
[9]
Yes very funy... help with gate "CAMP" please
Yes the little people in low sec that wate for hours to see another player
|

Adunh Slavy
|
Posted - 2010.12.21 09:14:00 -
[10]
Send in a frig, with a cyno on it, about 50km from the gate and light it up. Doesn't matter that no one is going to jump through. Once it is lit, your gang jumps through the gate and hopes to use their confusion, and possible fear of a hot drop against them.
Or just find another way around and don't waste your time with lame gank bears.
The Real Space Initiative - V7
|
|

nalgok
|
Posted - 2010.12.21 10:45:00 -
[11]
print out a map of the regions you roam. When your scout finds a gate camp, either take a de-tour or just head the other way.
But if you are just getting into lo-sec roaming you might want to start with just a frigate sized boat. The chance that it will get targeted in time at a gate camp is reasonably low.
This will also give you the opportunity to create multiple safespots in those solar systems to make it safer when you want to go roam in something bigger. Most important against gate camps would be a gate safepoint some distance of the gate, but aligned perfectly for when you have jumped trough. Should be as far as you are willing to bore yourself but at least 250km I think, but you might want to check. This way you can warp away much faster when you jump in with your ishtar or zealot. Not sure what the align time is on heavy assaults, but 0 is always preferable to anything else.
|

tartan pixie
Minmatar Pixie Cats
|
Posted - 2010.12.21 12:58:00 -
[12]
Originally by: SwordKnight I want to go on a tour of low sec just me and my power of 2, I'm pretty much going to run into a gate clamp sooner or later so can anyone give me an idea the best way to defend against such a problem... in terms of ship builds. Yes I could use a convert ops ship but they are a bit week when it comes to pvp and will only last for so long so its not really an option.
Was thinking of HAC (Zealot) + a Drone ECM Reaper (Ishtar)
2 assumptions from your post, by power of 2 you mean an alt and by the fact that you're asking about camps you don't have a lot of roaming experience?
If you don't have a scout then you're flying blind every time you jump through a gate, which means you've got to either fight or evade whatever's on the other side. Given that neither of your ships are likely to evade a decent gate camp you're left with the option of trying to take someone else down with you as you die.
I'm honestly having great difficulty understanding your ship set up, I'm guessing pulse zealot tackles while the ishtar reps it? That seems like insanity to me because hacs are all about mobility, inside tackle range a battlecruiser will wipe the floor with a hac every time and you will meet a lot of BC's in low sec.
A harbinger / myrm combo would make a lot more sense, not only are they more sturdy but they also fit better with the golden rule of solo/alt roaming -> sooner or later you will die. If you want to roam without a scout then you're best buying your ships in stacks of 10 and with hacs this gets very expensive.
Below is a selection of tactics that you might want to think about:
- Intel gathering (never underestimate the power of intel). Pick an area of low sec and stash your pvp ships in a station there. Grab a cov ops and spend a day or two getting to know your area, this is probably the single most effective way of increasing your success rate.
- Ishtar is a very poor choice for an RR alt, in comparison a battleship is insurable, carries much bigger reps and has far more EHP for your enemies to chew through. Domi is probably my no 1 choice due to aggressive drones adding a touch pain of spewing hell death to its RR capabilities.
- Micro managing 2 ships is hard so try and keep it to a ship that tackles which you pay attention to and and alt that's basically target and forget.
- Recon alts are popular for a reason. Being able to scout your targets, set up the fight on your terms and pounce at the right moment is the hallmark of a good pvper.
- That drake is bait! If you see some bait then spring the trap in a manner that allows you to escape, 90% of pvp is in the setup.
- train devious little ****er to lvl 5 asap.
- There's plenty more but as long as you keep making mistakes then you'll learn 
|

Vix Jelco
|
Posted - 2010.12.21 21:10:00 -
[13]
Originally by: Jamaican Herbsman Edited by: Jamaican Herbsman on 20/12/2010 16:39:23 I think most of the gate clamps I've seen can easily be removed by using a screwdriver. If it's old and rusty you may have to use crowbar, hammer or sometimes even angle grinder, but it's hard without damaging the gate.
yes, yes, that works fine on gate clamps, but not on gate CRAMPS.
|

Adunh Slavy
|
Posted - 2010.12.21 21:23:00 -
[14]
Originally by: nalgok but aligned perfectly for when you have jumped trough
This has no benefit at all. A ship that is not moving, will align in any direction at the same rate. Once upon a time I thought it did, way back before WTZ days, but turns out not to be the case.
Ships on Eve, as far as the server is concerned, have no front, back, sides, top, bottom, anything, it's just a "ball" that can move in any direction. Inertia is the key here. Any safe spot will do.
If you want gate specific BMs, then make sure they are within scan range, so you can check for ships or bubbles, before you warp to the gate. Better yet, BMs that are out of bubble alignment.
The Real Space Initiative - V7
|

EMO JAck
|
Posted - 2010.12.22 05:18:00 -
[15]
Gate camps are usualy a fair number of people 5+ or so so ecm drones will annoy there fast lock but by time you get one jamed the other 4 will have you locked.
You can attempt to burn back to the gate but they have webs.
You can fit nano and try to our run them but that requires training and implants to pull it off. Plus scram = Dead
You can fly a frig there cheap and fast. Your just not going to kill anything in it.
Bottom line is its there space best not to **** around in it
|

Aiwha
Caldari 101st Space Marine Force Nulli Secunda
|
Posted - 2010.12.22 06:22:00 -
[16]
Edited by: Aiwha on 22/12/2010 06:22:50
Originally by: SwordKnight Yes very funy... help with gate "CAMP" please
Yes the little people in low sec that wate for hours to see another player
Go fast.
Gullible
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |