
Rabbit Fufu
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Posted - 2005.10.19 21:46:00 -
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Edited by: Rabbit Fufu on 21/10/2005 23:15:17 Edited by: Rabbit Fufu on 21/10/2005 22:54:28 Edited by: Rabbit Fufu on 20/10/2005 14:35:40 Surviving a gate camp in a hauler.....errr change that to "improving your chances in a hauler"
If you are a hauler your capacity = profitability. Nearly every suggestion on how to survive a gate camper in a hauler involves many low slot nanofibers and WCS. This is bad. Haulers need their lows slots.
Here are a couple points I have for haulers that use indys for their capacity;
1) ALWAYS USE INSTA'S. If you just found a nifty new trade route. Park your indy, buy a shuttle (every station sells them), bookmark the route in both directions, go back get your indy. Your instas should land you right on top of the gate, if you need to fly in the last few meters of your jump your insta sucks, do it over.
2) You cannot out fight or out run your opponent. My experince with good snipers is that within 4 seconds of uncloaking they have targeted me and laid about 2000 points of damage on me. Your indy takes about 30seconds to get target lock and about about 1 minutes to crawl back to the gate. Fighting and/or flying are not options.
3) Because of point 1 and 2 I never 'fly'. I never use Autopilot. If you are flying you are dead. This means you don't need a MWD or AFTERBURNER which frees up considerable Power Grid.
4) Because I warp onto gates I have little risk during the approach to the gate.
5) The threat for an Insta equiped pilot is during the jump away from the gate. The are two issues here. First you need to not get warp scrambled, second you need to not get killed during the align/warp sequence.
6) Getting Scrambled. When you come out of the gate you are at some point on an invisible sphere 15km from of the gate. If the pirate is close enough to use a scrambler, and his scramble points are greater than your anti-scramble points you will lose your ability to warp. Then you will die. Your defense verse this is Warp Core Stabalizers (WCS) but they take low slots and I am stingy about giving up low slots. In .5+ I rarely fit a warp stab. If you are going to get suicided, it dont matter what you are carrying. And in .5+ most attacks are suicide.
In .1-.4 I fit 1 warp stab. Most pirates use one strength 1 scrambler. They need the slots for other purposes and dont want to mount two of them. The strength 2 scramblers have 1/3 the range of the strength 1 ones, reducing the chances of warping in their range. This makes them less desireable for pirates.
In 0.0 I.....well I just don't go there. My ship and implants are worth to much to risk a situation (warp bubble) that has no chance of escape.
7) Aligning. Get the Cloak ability and mount a cloaking device. When you come out of a gate your ship is cloaked. As soon as you move to start your alignment your ship comes out of cloak. With a cloaked ship you can align your ship for the jump while cloaked. When you come out of cloak you only need to get to warp speed. In my case of a 4 cargo expander Iteron V this changes my time from decloak - warp from 18 seconds down to about 8 seconds. (and that is with my Evasive Manuvering 5, Spaceship Command 5). The Cloaking devices have many draw backs and are not the end all solution but can nearly cut the time you are exposed in half.
8) With all that power you saved on an AB/MWD you can now mount a nice Shield Extender. Add to that some active hardners, I recommend a couple invunerablity ones. You will only be exposed for about 8 seconds between comming out of cloak and warp. Dont worry so much about the cap drain.
9) Cheat. If you have a choke point on a route, make an alt and log in before your jump or Pay some newb in local a couple hundered thousand isk to jump thru before you.
Fly Safe - Rabbit Fufu
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