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Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 15:54:00 -
[1] - Quote
Ran into a gate camp of 5 BCs and better while in my Procurer. Dead in 8 seconds. Wondering if I am missing something about how to survive here - or whether realistically there is any chance of someone surviving these.
The Context
1. My Warp Technique and Modules Used
I arrive at the camp having come through the gate. I have 2 warp stabs on the low slots of my Proc, and there are no bubbles. I am in the jump cloak, and take a few seconds to assess the situation: 5 large BS or BC class craft, most of the same corp, positioned around the gate in such a way as to bring anything that de-cloaks under most or all of the gunnery of the group.
The procurer has two shield hardener rigs for EM and Thermal, and the adaptive invul in the middle slot. Net hit points 20K.
I have shortcuts or a quick mouse established to do the following :
align to next gate engage afterburner disengage afterburner engage adaptive invul warp to stargate
The above means that the warp to the next stargate will begin in about 8.3 seconds. I do this. In less than 8 seconds, dead. 5 gatecamp non-creative kill ganking ships (with t2 weaps and modules allowing insta-lock, of course) did 20K damage in less than 8 seconds. There was no lock warning, meaning insta-lock - I was locked the millisecond after I came out of warp. (Makes one wonder what all the fuss is about in the game mechanics regarding signature radius )
Conclusion : no way to survive these things.
Request : point out how there is a way to survive. What I am doing wrong, what modules I should be using, etc. |

Ginger Barbarella
Caldari Provisions Caldari State
1266
|
Posted - 2013.04.25 16:13:00 -
[2] - Quote
Sometimes a bird will just sh!t on yer head...  "Blow it all on Quafe and strippers." --- Sorlac |

Lady Ayeipsia
Red Federation RvB - RED Federation
612
|
Posted - 2013.04.25 16:21:00 -
[3] - Quote
Cloak/micro warpdrive trick?
Hope for a celestial (planet, moon, etc) that is easier to align to than.the next gate?
Get a friend to scout for you in a cheap ship/clone.
If possible, fit a damage control II in one of your low slots to increase tank.
Fly a better ship for this job such as a venture. |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 16:31:00 -
[4] - Quote
Lady Ayeipsia wrote:Cloak/micro warpdrive trick?
Hope for a celestial (planet, moon, etc) that is easier to align to than.the next gate?
Get a friend to scout for you in a cheap ship/clone.
If possible, fit a damage control II in one of your low slots to increase tank.
Fly a better ship for this job such as a venture.
If you fit a DC2 in 1 of the 2 possible low slots, you can then be scrammed.
Why is a venture better? Seriously, I have no clue here why that's better.
The job is solo low sec mining. Ventures- it would seem to me - suck because they can be killed by NPCs in 0.2. Also, if you warp into a belt and a ganker is already there and in range, the venture is gone in 1 shot.
Easier alignments do not matter AFAIK in the context I outlined. No matter what you align to or are jumping to, the warp sequence begins in no less nor more than 8.3 seconds, give or take about .2 seconds for my own actions. It cannot be less until my AB skill is trained up (it is already at level 4 now). The procurer has 20k hit points, so one would think that you could survive almost anything for 8 seconds. Apparently not. ]
I do the cloak microwarp thing with other ships, in the context above it wasn't possble because I was entering the system with the belts that had the ore I needed, and that system has no stations to swap out a cloakie, and the proc has 1 high slot, and only 1. |

Marcetti Mastari
Mastari Corporation
0
|
Posted - 2013.04.25 16:58:00 -
[5] - Quote
Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally. |

Zack Sran
The Scope Gallente Federation
0
|
Posted - 2013.04.25 17:02:00 -
[6] - Quote
Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.
edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off. |

Unsuccessful At Everything
The Troll Bridge
3301
|
Posted - 2013.04.25 17:14:00 -
[7] - Quote
Marcetti Mastari wrote:Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally.
This.
Using the AB...especially on a Procurer will result in a much longer time to get into warp. Since the cessation of their usefulness is imminent, may I appropriate your belongings? |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 17:22:00 -
[8] - Quote
Marcetti Mastari wrote:Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally.
Nope.
It depends on the agility of the ship. I have timed and tested it on every ship that goes into low sec and the possibility of gate camps.
When you engage the warp, you notice that your speed needle starts going up. Warp actually starts when the needle is at 3/4 of the way to full speed. For some ships, particularly industrials, this can take a long time, my longest was 16 seconds.
However, when you fit an AB module, you can do this. Engage the AB right after you have aligned or started the warp to gate process. Immediately turn the cycle off (red highlight around the module now). The AB cycle lasts, depending on skills 10 seconds or less. In my case, it is 8 seconds. The red highlight simply means the module will not continue to function at the end of the current cycle.
Once you engage/disengage the AB module, two things happen: 1. your speed indicator display changes to reflect your new TOP speed (which is higher than your normal speed), and the needle is positioned and moves along the dial according to what your accel rate is and what your top speed is. Since the AB is currently cycling, your top speed is higher, but your accel rate is also higher.
At the end of the AB cycle, the speed dial and needle display is reset to reflect your new top speed, which is now lower than it was with the AB engaged. In the case of this particular procurer fit, the needle jumps from a few notches *below* 3/4 speed to way above 3/4 speed, sometimes full speed, and the warp to stargate commences immediately.
What is going on here is that you are using the ab to increase your rate of accel during the warp initiation process, and because the AB will not cycle (because you turned it off) as soon as the AB cycle ends, warp starts. So, the net net of this is that you initiate warp depending on your Afterburner skill, which in my case gives me an AB cycle of 8.0 seconds.
If you simply left the AB on and did not have it cycle off, it would take longer to initiate warp than if you had not turned it on at all. But, that's not what we are doing here.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 17:24:00 -
[9] - Quote
Unsuccessful At Everything wrote:Marcetti Mastari wrote:Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally. This. Using the AB...especially on a Procurer will result in a much longer time to get into warp.
Once again, read the above.
I have used a stopwatch to time my warp initiation cycle with and without the ab (using the method described). The cycle is longer without the ab on/off method. No two ways around that.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 17:30:00 -
[10] - Quote
Zack Sran wrote:Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.
edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off.
1. Checking stats. Did that. Do that all the time. Good advice.
2. Stabs in low - dont want to have this argument. Its a valid choice for travel and non-combat ships.
3. The Proc is a tank by default, but having shield or armor tank modules isn't going to do a whole lot in this situation. The cycle time alone for shield and tank modules is longer than it took for the Proc to get destroyed. Read the OP, each ship got off 1 shot - the total damage of those shots was more HP than the Proc has, from start to finish the engagement lasted LESS THAN 8 SECONDS.
4. Reapproach Gate - sorry that takes about 2 minutes in a procurer. If there were tank modules that could fix 20K damage in 8 seconds, or even 40 seconds since the gankers here were using 1400mm Artilery, then I would consider this. No tank modules I know of have the capacity to repair that much damage in 8 or 40 seconds.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 17:43:00 -
[11] - Quote
Time to Warp Initiation in Various Ships With And Without AB Cycling
Mammoth
Without : 16.2 seconds With: 12.5
[will edit this post further as new data is generated] |

ShahFluffers
Ice Fire Warriors Late Night Alliance
2291
|
Posted - 2013.04.25 18:11:00 -
[12] - Quote
*sigh* Some of the advice above is sound OP. You're simply hitting your head against the wall hoping for a different result.
- stabs are utterly useless unless you can fit 4 or more. They are also directly countered by Heavy Interdictors and their scripted "infini point." A damage control on the other hand increases your tank by almost HALF.
- the best way to not get killed is to avoid getting into a situation where you might get killed in the first place. To do this try using "back-end" gates that are far from trade hubs. Or use a blockade runner and haul your stuff deep into low-sec.
- Ventures are perfectly suited for low-sec because they are quick and mobile. They don't need a tank when they can simply warp off as soon as something appears on grid. The only place they are most vulnerable is on the undock of a station. Use insta-warp bookmarks and/or warp off to the celestial most in line with your undock path. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |

Shadow Adanza
Quantum Cats Syndicate Samurai Pizza Cats
69
|
Posted - 2013.04.25 18:17:00 -
[13] - Quote
Todath Narod wrote: warp to the next stargate will begin in about 8.3 seconds. I do this. In less than 8 seconds, dead. 5 gatecamp non-creative kill ganking ships (with t2 weaps and modules allowing insta-lock, of course) did 20K damage in less than 8 seconds. .
8.3 seconds is more than enough time to get a lock and do 20k damage in arty fit bcs, especially if they're remote sebo'd. Hey! You're no zombie! |

Princess Nexxala
Quantum Cats Syndicate Samurai Pizza Cats
370
|
Posted - 2013.04.25 18:26:00 -
[14] - Quote
You have no ******* clue how game mechanics work and when people do try to help you, you disagree?
Why bother posting then, figure it out yourself smart guy...
derp? |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis Dragonaors
26
|
Posted - 2013.04.25 18:41:00 -
[15] - Quote
You mention there were 5 of then and you only had 2 stabs. If 3 got points on you, your only option was too burn to gate. Also, I'm assuming they were Insta lock tornados. Each one alone can easily lock a frig in under 2 seconds and lay out at least 10k alpha |

Haulie Berry
511
|
Posted - 2013.04.25 18:54:00 -
[16] - Quote
Stabs are for stupids.
Quote:5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything.
What you're missing is the exercise of an appropriate degree of caution when bringing a ship that handles like a pregnant cow into low sec.
You didn't scout the gate. I'm betting you didn't even check the map stats. You just Leeroyed on in there. |

Archibald Thistlewaite III
102
|
Posted - 2013.04.25 19:25:00 -
[17] - Quote
Todath Narod wrote:Zack Sran wrote:Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.
edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off. 1. Checking stats. Did that. Do that all the time. Good advice for everyone. 2. Stabs in low - dont want to have this argument. Its a valid choice for travel and non-combat ships. On the proc the only effect of having stabs in low is A) no mining upgrades and B) have to get to within 7k of the roids to mine them. Big deal. The positive effect of stabs is : you can't be scrammed or destabbed, unless there is a bubble which is extremely rare for what I do. If I didn't have stabs in low, I would have been destroyed 3 or 4 times more than I have. In fact, this is the only time I've actually been destroyed in a ship with stabs. 3. The Proc is a tank by default, but having shield or armor tank modules isn't going to do a whole lot in this situation. The cycle time alone for shield and tank modules is longer than it took for the Proc to get destroyed. Read the OP, each ship got off 1 shot - the total damage of those shots was more HP than the Proc has, from start to finish the engagement lasted LESS THAN 8 SECONDS. 4. Reapproach Gate - sorry that takes about 2 minutes in a procurer. If there were tank modules that could fix 20K damage in 8 seconds, or even 40 seconds since the gankers here were using 1400mm Artilery, then I would consider this. No tank modules I know of have the capacity to repair that much damage in 8 or 40 seconds. 4.5 What sig radius to you need to have to avoid getting locked up in about 5 seconds? Are there any modules or rigs that lower sig? 5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything. Even if this happens again, I don't care about losing the ship, just want to have a loss rate that makes going for the rare ores in low sec worthwhile. Right now its kind of a wash.
1. Good idea
2. You don't know how stabs work. It's a numbers game, you need more warp core stabs. than they have warp points. Most warp scramblers have 2 points (faction ones can have 3)
3. On a Proc. you want buffer and resists if you want fit a tank.
4. To reapproach the gate you will need a MWD and a good tank, I doubt a Proc. can fit both.
4.5. Don't know the numbers for that but a gate camp will be set up to lock you in 1-2 secs. You won't be able to alter that in a shield tank barge.
5. You are missing friends to scout for you.
6. Use a Venture, its what its designed for. |

Garresh
Native Freshfood Minmatar Republic
126
|
Posted - 2013.04.25 21:20:00 -
[18] - Quote
Maps have Intel. Pilots in space. Ships destroyed in last hour. Use them.
Use a venture. Its MEANT for lowsec. Its fast, agile, naturally stabilized, and has good mining to boot.
MWD cloak when travelling and refit on arrival.
With these tools you evade at least 95% of gate camps. I got busted a few times early on in eve. After about 6 months in I started using those tools and I have not died to a gate camp in like 3 years, and I LIVE in lowsec. So yeah. This Space Intentionally Left Blank |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 21:53:00 -
[19] - Quote
Garresh wrote:Maps have Intel. Pilots in space. Ships destroyed in last hour. Use them.
Use a venture. Its MEANT for lowsec. Its fast, agile, naturally stabilized, and has good mining to boot.
MWD cloak when travelling and refit on arrival.
With these tools you evade at least 95% of gate camps. I got busted a few times early on in eve. After about 6 months in I started using those tools and I have not died to a gate camp in like 3 years, and I LIVE in lowsec. So yeah.
1. Map stats. As I said, did that, do that all the time. Its good advice for everyone.
2. So a Venture would have survived here. I have a Venture - have used it. Have gotton blown up in 1 shot. If you say a Venture is better in this situation, I hope you can explain exactly why it is in this situation a Venture would have survived while the Proc didn't. As you are an experienced gate camp avoider/surviver I believe you, but it needs to be clear to me here why a Venture would have had a better outcome.
3. Refitting. As I mentioned, I do use cloakie and refit. Couldn't do that here as the system had no stations and was the destination system.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 21:59:00 -
[20] - Quote
Haulie Berry wrote:Stabs are for stupids. Quote:5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything. What you're missing is the exercise of an appropriate degree of caution when bringing a ship that handles like a pregnant cow into low sec. You didn't scout the gate. I'm betting you didn't even check the map stats. You just Leeroyed on in there.
Did check map stats, do that all the time, good advice for everyone. Standard practice is to look at pilots in space, number of ships killed in last 24, then in last hour, number of jumps, pilots docked and active, etc etc. Usually by looking at these stats you can tell if there are a lot of gankers around or even a gate camp. Course, that doesn't work if you are the first person the gate campers kill after they get set up.
Scouting the gate is a good idea, with the right ship (which one IDK) it might be possible to see the camp and actually survive it. You would need one that can initiate warp in about 2 or 3 seconds. Or, just accept the fact that you lose the scouting Velator instead of the mining Procurer. Drawback = 40% - the time needed to do this. Scouting and going back to get mining ship takes time - but if I run a time value calc it might be worth it assuming I survive and dont get podded in the scout and lose my crappy-to-veterans-but-expensive-to-me implants.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 22:03:00 -
[21] - Quote
Archibald Thistlewaite III wrote:Todath Narod wrote:Zack Sran wrote:Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.
edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off. 1. Checking stats. Did that. Do that all the time. Good advice for everyone. 2. Stabs in low - dont want to have this argument. Its a valid choice for travel and non-combat ships. On the proc the only effect of having stabs in low is A) no mining upgrades and B) have to get to within 7k of the roids to mine them. Big deal. The positive effect of stabs is : you can't be scrammed or destabbed, unless there is a bubble which is extremely rare for what I do. If I didn't have stabs in low, I would have been destroyed 3 or 4 times more than I have. In fact, this is the only time I've actually been destroyed in a ship with stabs. 3. The Proc is a tank by default, but having shield or armor tank modules isn't going to do a whole lot in this situation. The cycle time alone for shield and tank modules is longer than it took for the Proc to get destroyed. Read the OP, each ship got off 1 shot - the total damage of those shots was more HP than the Proc has, from start to finish the engagement lasted LESS THAN 8 SECONDS. 4. Reapproach Gate - sorry that takes about 2 minutes in a procurer. If there were tank modules that could fix 20K damage in 8 seconds, or even 40 seconds since the gankers here were using 1400mm Artilery, then I would consider this. No tank modules I know of have the capacity to repair that much damage in 8 or 40 seconds. 4.5 What sig radius to you need to have to avoid getting locked up in about 5 seconds? Are there any modules or rigs that lower sig? 5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything. Even if this happens again, I don't care about losing the ship, just want to have a loss rate that makes going for the rare ores in low sec worthwhile. Right now its kind of a wash. 1. Good idea 2. You don't know how stabs work. It's a numbers game, you need more warp core stabs. than they have warp points. Most warp scramblers have 2 points (faction ones can have 3) 3. On a Proc. you want buffer and resists if you want fit a tank. 4. To reapproach the gate you will need a MWD and a good tank, I doubt a Proc. can fit both. 4.5. Don't know the numbers for that but a gate camp will be set up to lock you in 1-2 secs. You won't be able to alter that in a shield tank barge. 5. You are missing friends to scout for you. 6. Use a Venture, its what its designed for.
1. thanks 2. wrong. Destabs = -1. Scrams = -2. 2 Stabs = -2. 2 Stabs defeats 1 scram. 1 Stab does not defeat 1 scram. 3. had adaptive invul and 2 rigs for resists. 4.5 Yes I think that's about right. Question is, is there anything that can allow you to survive the post lock 5 seconds? 6. People here keep saying use a venture but dont explain how the outcome would have been different in that ship.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.25 22:08:00 -
[22] - Quote
ShahFluffers wrote:*sigh* Some of the advice above is sound OP. You're simply hitting your head against the wall hoping for a different result.
- stabs are utterly useless unless you can fit 4 or more. They are also directly countered by Heavy Interdictors and their scripted "infini point." A damage control on the other hand increases your tank by almost HALF.
- the best way to not get killed is to avoid getting into a situation where you might get killed in the first place. To do this try using "back-end" gates that are far from trade hubs. Or use a blockade runner and haul your stuff deep into low-sec.
- Ventures are perfectly suited for low-sec because they are quick and mobile. They don't need a tank when they can simply warp off as soon as something appears on grid. The only place they are most vulnerable is on the undock of a station. Use insta-warp bookmarks and/or warp off to the celestial most in line with your undock path.
Im not hoping for anything. Asking questions to get information and challenging the answers for reliability.
I do a lot of checking to avoid possible situations I know are a problem. For example, often a low sec system bordering hi sec will have a gate that campers favor. It may also have other gates that link to another low sec system, they don't camp there. On routes where it is possible, I avoid these favored gates (out of experience 
I can see the possibility of a Venture being A) more difficult to lock due to lower sig and B) quicker to warp out and thus avoiding getting hit at all. Just wanted someone else to say this with authority. Drawback = 55%. Venture ore gathering speed is terrible, Venture ore hold is also terrible. But, that's life. |

Garresh
Native Freshfood Minmatar Republic
126
|
Posted - 2013.04.25 22:30:00 -
[23] - Quote
Venture would change the outcome. You said you died in 8 seconds to the first volley. That means it took them probably 4-5 seconds til most of then locked. A venture can align faster than most and is stabbed. With 2 more stabs that's 4 points. The likelyhood of more than 1 scram in range is small. Combine those factors and ventures are, at this point, probably one of the best gatrcamp busting ships in the game short of a covops. This Space Intentionally Left Blank |

Dyphorus
VC Academy
6
|
Posted - 2013.04.25 22:30:00 -
[24] - Quote
Todath Narod wrote:The job is solo low sec mining.
This is your problem. For the time you spend dodging roamers, gate camps, system campers, not to mention the logistics issues low sec presents and the ships you will loose.....
High sec mining will be much more profitable.
If you want to mine low sec, find a low sec corp that has an area of control that is relatively safe. There's not enough profit vs high sec ore to make it worth your time/effort/risk.
|

Lambert Simnel
PWLS Enterprises
10
|
Posted - 2013.04.25 22:33:00 -
[25] - Quote
I think the point most people are making is that the best defence is not to be there in the first place. If you are taking such a slow aligning ship into low or null then you will not escape gate campers who know what they are doing whatever the fit.
If its a system you mine regularly, use an alt in a covert ops/recon ship to scout the gate for you. These ships should have no problem evading the camp if it is there already. If not, your alt should set up a bookmarked observation spot at a good distance from the gate so you can always see what's there before you enter.
If your cargo/ship is high value then fit your alts ship with a dual web and get them to web you through the gate. It means you will almost insta-warp (although your alt will likely die). |

Haulie Berry
514
|
Posted - 2013.04.25 23:14:00 -
[26] - Quote
Quote:3. had adaptive invul and 2 rigs for resists.
Just to be clear about something: That ain't a tank. |

Katie Frost
Asgard. Exodus.
160
|
Posted - 2013.04.25 23:20:00 -
[27] - Quote
I am unsure why the OP is puzzled with the outcome.
You were engaged by 5 "BS or BC" sized ships. There is a significant difference between the two, by the way but even, for arguments sake, we call them 5 BCs; that is at least 5 points that can lock you in well under 8 seconds - you weren't going to warp off under any circumstances. That is also taking out of the equation the type of ships, damage type applied and the point that your '20k tank' was measured in terms of "effective" hit points.
As to your question of avoiding such outcomes, the short answer is "no" with an 'if' or the long answer is "yes" with a 'but'. The former involves sticking to hi-sec mining, while the latter has been covered in previous posters' responses, namely scouting, using a different (more versitile) ship, fitting advice and so on.
|

Haulie Berry
514
|
Posted - 2013.04.25 23:37:00 -
[28] - Quote
Katie Frost wrote:I am unsure why the OP is puzzled with the outcome.
You were engaged by 5 "BS or BC" sized ships. There is a significant difference between the two, by the way but even, for arguments sake, we call them 5 BCs; that is at least 5 points that can lock you in well under 8 seconds - you weren't going to warp off under any circumstances. That is also taking out of the equation the type of ships, damage type applied and the point that your '20k tank' was measured in terms of "effective" hit points.
As to your question of avoiding such outcomes, the short answer is "no" with an 'if' or the long answer is "yes" with a 'but'. The former involves sticking to hi-sec mining, while the latter has been covered in previous posters' responses, namely scouting, using a different (more versitile) ship, fitting advice and so on.
Yeah, his know-it-all tone, combined with a complete lack of any worthwhile knowledge about the game seemed familiar, so I checked his posting history and, oh, right - he's the guy who started a thread about breaking free from tackle that began with (I'm paraphrasing here), "Everyone knows the best way to avoid being scrammed is to fit warp core stabs," then, despite the fact that he was asking for advice, proceeded to ignore everyone who pointed out that warp core stabs are garbage because he's been here for like 3 minutes and knows all about staying safe.  |

Bloodmyst Ranwar
Agony Unleashed Agony Empire
13
|
Posted - 2013.04.25 23:45:00 -
[29] - Quote
1. Use a scout.
2. Utilize a ship which is much more versatile. Like many others have said, the Venture
3. If you are not prepared to do either steps 1 and/or 2, stay in high sec and don't waste your time.
I really don't see the reason in getting so technical here when the situation is so black and white. |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:13:00 -
[30] - Quote
Katie Frost wrote:I am unsure why the OP is puzzled with the outcome.
Not puzzled. Puzzled why you think the OP and thread is about me being puzzled.
Expectation : that I was actually not missing something and this is what you get when you do what I do and there is no way to mine lowsec without losing a proc to a gatecamp like this. So, actually, the opposite of puzzled.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:15:00 -
[31] - Quote
Haulie Berry wrote:Quote:3. had adaptive invul and 2 rigs for resists. Just to be clear about something: That ain't a tank.
Thanks for that clarification. Its seems to me in game terms its a passive tank, but I agree: a real tank has shield and armor tanking modules. |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:17:00 -
[32] - Quote
Haulie Berry wrote:Katie Frost wrote:I am unsure why the OP is puzzled with the outcome.
You were engaged by 5 "BS or BC" sized ships. There is a significant difference between the two, by the way but even, for arguments sake, we call them 5 BCs; that is at least 5 points that can lock you in well under 8 seconds - you weren't going to warp off under any circumstances. That is also taking out of the equation the type of ships, damage type applied and the point that your '20k tank' was measured in terms of "effective" hit points.
As to your question of avoiding such outcomes, the short answer is "no" with an 'if' or the long answer is "yes" with a 'but'. The former involves sticking to hi-sec mining, while the latter has been covered in previous posters' responses, namely scouting, using a different (more versitile) ship, fitting advice and so on.
Yeah, his know-it-all tone,
Yeah, same guy who asked the question about breaking tackle. Same guy who expects some know-it-all veterans to make fun of him and/or use his ignorance to demonstrate their leetness. Same guy who doesn't give a rip about all that and still tries to get reliable information that may be of use to other folks who dont have 3 years in the game. I.e. building community rather than ripping it up.
And incidentally when I asked the question a month ago about breaking tackle, I was accused of trolling also. |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:18:00 -
[33] - Quote
Dyphorus wrote:Todath Narod wrote:The job is solo low sec mining. This is your problem. For the time you spend dodging roamers, gate camps, system campers, not to mention the logistics issues low sec presents and the ships you will loose..... High sec mining will be much more profitable. If you want to mine low sec, find a low sec corp that has an area of control that is relatively safe. There's not enough profit vs high sec ore to make it worth your time/effort/risk.
I think you are absolutely correct and this is in accord with my notions as well. I just cant stand buying rares.  |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:19:00 -
[34] - Quote
Lambert Simnel wrote:I think the point most people are making is that the best defence is not to be there in the first place. If you are taking such a slow aligning ship into low or null then you will not escape gate campers who know what they are doing whatever the fit.
If its a system you mine regularly, use an alt in a covert ops/recon ship to scout the gate for you. These ships should have no problem evading the camp if it is there already. If not, your alt should set up a bookmarked observation spot at a good distance from the gate so you can always see what's there before you enter.
If your cargo/ship is high value then fit your alts ship with a dual web and get them to web you through the gate. It means you will almost insta-warp (although your alt will likely die).
Good stuff. Thanks.
|

412nv Yaken
The Conference Elite Rainbow Dash Friends
17
|
Posted - 2013.04.26 00:20:00 -
[35] - Quote
Todath Narod wrote:Ran into a gate camp of 5 BCs and better while in my Procurer. Dead in 8 seconds. Wondering if I am missing something about how to survive here - or whether realistically there is any chance of someone surviving these. The Context 1. My Warp Technique and Modules Used I arrive at the camp having come through the gate. I have 2 warp stabs on the low slots of my Proc, and there are no bubbles. I am in the jump cloak, and take a few seconds to assess the situation: 5 large BS or BC class craft, most of the same corp, positioned around the gate in such a way as to bring anything that de-cloaks under most or all of the gunnery of the group. The procurer has two shield hardener rigs for EM and Thermal, and the adaptive invul in the middle slot. Net hit points 20K. I have shortcuts or a quick mouse established to do the following : align to next gate engage afterburner disengage afterburner engage adaptive invul warp to stargate The above means that the warp to the next stargate will begin in about 8.3 seconds. I do this. In less than 8 seconds, dead. 5 gatecamp non-creative kill ganking ships (with t2 weaps and modules allowing insta-lock, of course) did 20K damage in less than 8 seconds. There was no lock warning, meaning insta-lock - I was locked the millisecond after I came out of warp. (Makes one wonder what all the fuss is about in the game mechanics regarding signature radius  ) Conclusion : no way to survive these things. Request : point out how there is a way to survive. What I am doing wrong, what modules I should be using, etc.
Answer:
Your stabs will do nothing if you have more than 2 people land a scram, also you align time will do nothing, if there fast lock has webs.
Once you have jumped into the gatecamp there is no way to survive in the ship you are in. Scout ahead is the only thing that can be suggested.
|

412nv Yaken
The Conference Elite Rainbow Dash Friends
17
|
Posted - 2013.04.26 00:23:00 -
[36] - Quote
Todath Narod wrote:
Once again, read the above.
I have used a stopwatch to time my warp initiation cycle with and without the ab (using the method described).
This my friends is taking eve WAAYYYY to seriously. |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:28:00 -
[37] - Quote
412nv Yaken wrote:Todath Narod wrote:
Once again, read the above.
I have used a stopwatch to time my warp initiation cycle with and without the ab (using the method described).
This my friends is taking eve WAAYYYY to seriously.
Probably one of the top three posts in this thread. Including all of mine. 
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 00:32:00 -
[38] - Quote
412nv Yaken wrote:
Answer:
Your stabs will do nothing if you have more than 2 people land a scram, also you align time will do nothing, if there fast lock has webs.
Once you have jumped into the gatecamp there is no way to survive in the ship you are in. Scout ahead is the only thing that can be suggested.
2 Scrams seems to me unlikely at a gate camp because, unless I am mistaken where people pop out of a gate is variable to about 9km I think. So you would have to have a lot of ships to cover the sphere of probability there. Im more concerned about bubbles - but I really don't know much about that. But, you are right, the math says 2 scrams beats 2 stabs. In fact, 1 scram and 1 destab beats 2 stabs.
And I agree with you and the other poster who said this. It is a system I would like to mine regularly as it would fill all of my rares needs, and positioning an alt about 150km from the gate seems to me like a great and fast way to see the gate camp before I go in. And just to be clear - if I see it, I'm not going in. 
|

Lambert Simnel
PWLS Enterprises
11
|
Posted - 2013.04.26 01:37:00 -
[39] - Quote
Todath Narod wrote:412nv Yaken wrote:
Answer:
Your stabs will do nothing if you have more than 2 people land a scram, also you align time will do nothing, if there fast lock has webs.
Once you have jumped into the gatecamp there is no way to survive in the ship you are in. Scout ahead is the only thing that can be suggested.
2 Scrams seems to me unlikely at a gate camp because, unless I am mistaken where people pop out of a gate is variable to about 9km I think. So you would have to have a lot of ships to cover the sphere of probability there. Im more concerned about bubbles - but I really don't know much about that. But, you are right, the math says 2 scrams beats 2 stabs. In fact, 1 scram and 1 destab beats 2 stabs. And I agree with you and the other poster who said this. It is a system I would like to mine regularly as it would fill all of my rares needs, and positioning an alt about 150km from the gate seems to me like a great and fast way to see the gate camp before I go in. And just to be clear - if I see it, I'm not going in. 
Go for 250kms plus. A sniper nado can easily reach over 100kms and pop your scout if, for whatever reason, they are decloaked. You will still be able to see anyone on-grid at the gate. |

Katie Frost
Asgard. Exodus.
160
|
Posted - 2013.04.26 05:02:00 -
[40] - Quote
Todath Narod wrote: Not puzzled. Puzzled why you think the OP and thread is about me being puzzled.
Expectation : that I was actually not missing something and this is what you get when you do what I do and there is no way to mine lowsec without losing a proc to a gatecamp like this. So, actually, the opposite of puzzled.
Firstly, thanks for quoting and responding to probably the most irrelevant parts of my post and ignoring the rest. I can try and get into the semantics of the use of the term "puzzled" with someone that put "Am I missing something?" in the topic and refers in several instances to "wondering" as to why something happened; your general stance is one of confusion seeking a confirmation on the events that transpired - therefore yes, puzzled. You are missing a piece, or several pieces of the puzzle and people have filled the rest of it in for you. If this was not your stance then this thread is merely a rant and should be closed.
Secondly, the tank is of even less relevance. You could have had 100k HP (or EHP), when you had no means to escaping the situation you were in. 5 Battlecruisers locking a Procurer means 5 potential points of warp distruption versus 2 points of warp stabilisation that your ship had. The distance is likewise irrelevant (to an extent), because a BC sitting zero on the gate will be able to lock and warp disrupt you no matter where you de-cloaked (you are generally almost always within the ~24km radius).
P.S. Warp Disruption Fields (Bubbles) are not deployable in low sec.
|

iPod Nubz
Pator Tech School Minmatar Republic
4
|
Posted - 2013.04.26 05:23:00 -
[41] - Quote
Todath Narod wrote: The proc as fitted has 20k hp. With the resists and the adaptive (assuming its engaged) the EHP would be higher, no?
Use of the term tank in reference to the proc is a general term that many veterans have used. The HP showing on the fittings screen is 20k. Are you saying the EHP is lower?
No, the EHP is Higher than the actual HP. I believe however that you mean EHP and not HP, because for the love of god, i did the sacrilege of trying to fit this **** mining ship (a first) and the only way to get to 20k net HP is by going way, WAY over powergrid. Fitted as per your little information you gave (i didn't fit the stabs because it would've melted my PC and deleted my eve accounts with it)
Please see attached image: impossible fitting in EFT
Todath Narod wrote:Haulie Berry wrote:Quote:3. had adaptive invul and 2 rigs for resists. Just to be clear about something: That ain't a tank. Thanks for that clarification. Its seems to me in game terms its a passive tank, but I agree: a real tank has shield and armor tanking modules.
Don't, just.... DON'T you ever mention dual tanking a ship. Shield, or armor. not AND! What the poster meant was that 20k (e)HP is laughable at best. it's not what he interprets as a "tank". Especially not when dipping solo into unknown lowsec systems.
Todath Narod wrote:2 Scrams seems to me unlikely at a gate camp because, unless I am mistaken where people pop out of a gate is variable to about 9km I think. So you would have to have a lot of ships to cover the sphere of probability there. Im more concerned about bubbles - but I really don't know much about that. But, you are right, the math says 2 scrams beats 2 stabs. In fact, 1 scram and 1 destab beats 2 stabs. And I agree with you and the other poster who said this. It is a system I would like to mine regularly as it would fill all of my rares needs, and positioning an alt about 150km from the gate seems to me like a great and fast way to see the gate camp before I go in. And just to be clear - if I see it, I'm not going in. 
Just to be clear he said the same than you. You might have misunderstood him. However: 2 stabs are good for nothing except "maybe" get away from a "loner" ganker, unless he has a faction scram. Against a gatecamp of a gang, your 2 stabs won't help derp. Scram has 9km range, yip, you're right. But if its a gang, 3 people using disruptors and you're toast. there, easy. Also, people camp with OGB alts. and faction scrams. Or a lachesis. Hell, any proper camp, even of 2-4 people will have like 5-9 point strengths on you. If they don't then you get lucky.
8 seconds is an eternity to warp.
SOLUTION: Stay the hell out of low/null sec The question asked and answer you were looking for: You did a LOT wrong, but regardless of if you would have done everything right, you would still have died to that gatecamp. Simple.
Venture would've been better because of natural +2 stab strength. however, ventures warp too slow, still. I usually juust blap them due to their little to non-existent tank. Use a scout. a second character, man, jump into the system before your main, look around, then bring in main. Also:
DO NOT USE A NOOBSHIP! EVER!!!!! Buy a SHUTTLE! I don't know where this myth started that leads everybody to believe noobships warp as quickly as shuttles. Shuttle is virtually impossible to lock. A Noobship can be locked by a solo BC even, depending on fit.
Now that you have your answers, /thread. |

Texty
State War Academy Caldari State
51
|
Posted - 2013.04.26 06:36:00 -
[42] - Quote
Todath Narod wrote:There was no lock warning, meaning insta-lock
Do you happen to have your "Auto Target Back" option set to anything else than 0? It is common for new players to misunderstand the locking effect when you auto-target back the opponent (who has already locked you) as some kind of an indicator of the opponent attempting to lock you.
In this game, there is no warning when someone is trying to lock you. When he is yellow (or red) box, you are already locked.
If you want to disable Auto Target Back, you can find it in the middle section of the General Settings tab. Set it to 0. |

feihcsiM
Deep Core Mining Inc. Caldari State
216
|
Posted - 2013.04.26 09:38:00 -
[43] - Quote
If you subscribe to 2 new accounts, buy two titan characters from the character bazaar and two titans, setup large POSs in both a lowsec entry system and your mining system of choice, you can bridge your procurer straight in and out with minimal risk.
It may be worth claiming sovereignty in any surrounding/close by nullsec space as well to make it more secure, and perhaps have a few more accounts to gatecamp the lowsec entry.
This should somewhat mitigate the chance of being killed on a gate, but just in case I would fit every ship with as many stabs as possible, including the titans. It's the end of the world as we know it and I feel fine. |

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 12:19:00 -
[44] - Quote
412nv Yaken wrote: Answer:
Your stabs will do nothing if you have more than 2 people land a scram, also you align time will do nothing, if there fast lock has webs.
Once you have jumped into the gatecamp there is no way to survive in the ship you are in. Scout ahead is the only thing that can be suggested.
Thanks for your concise, and I believe correct, answer.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 12:21:00 -
[45] - Quote
Lambert Simnel wrote:
Go for 250kms plus. A sniper nado can easily reach over 100kms and pop your scout if, for whatever reason, they are decloaked. You will still be able to see anyone on-grid at the gate.
Thanks for catching my mistake. After I posted I thought 225km would be better - just on the general notion that it seemed to me possible given what I know that one could be targetted and destroyed within 200km of a completely tricked out ship fitted for the purpose.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 12:35:00 -
[46] - Quote
Katie Frost wrote: Firstly, thanks for quoting and responding to probably the most irrelevant parts of my post and ignoring the rest. I can try and get into the semantics of the use of the term "puzzled" with someone that put "Am I missing something?" in the topic and refers in several instances to "wondering" as to why something happened; your general stance is one of confusion seeking a confirmation on the events that transpired - therefore yes, puzzled. You are missing a piece, or several pieces of the puzzle and people have filled the rest of it in for you. If this was not your stance then this thread is merely a rant and should be closed.
Secondly, the tank is of even less relevance. You could have had 100k HP (or EHP), when you had no means to escaping the situation you were in. 5 Battlecruisers locking a Procurer means 5 potential points of warp distruption versus 2 points of warp stabilisation that your ship had. The distance is likewise irrelevant (to an extent), because a BC sitting zero on the gate will be able to lock and warp disrupt you no matter where you de-cloaked (you are generally almost always within the ~24km radius).
P.S. Warp Disruption Fields (Bubbles) are not deployable in low sec.
Read the "Conclusion" part of the originating post- which clearly indicates lack of puzzlement on the outcome. Purpose of thread was to verify the conclusion with the experience and knowledge of people like you. Nuff said.
Don't have to worry about bubbles in low, now. Thanks.
Never had a chance to find out whether or not any of the gankers had scrams or destabs since the ship was blown up before the completion of the 8.0 gatedecloak to warp cycle. But it seems to me that you are right, and there are a couple of points of information that at the moment are just guesses on my part in this scenario.
1. The distance from the gate at which a ship enters a new system from a jump has what level of variability? It seems to me that it's around 9 or 10km, meaning the sphere of probability there is around 20km. You have said 24km, a precise figure which indicates certainty and experience, so it seems to me the sphere is 24km.
2. From the center of the sphere, the probability that one would be within range of destabs is very high if, as you said, the campers are at a distance from the gate of 0km. Net : coming into a camp of more than 2 people means that you will be destabbed even if you have 2 stabs. Net : stabilizers really only help if you are dealing either with a solo or 2 ship ganker group.
This information, combined with that in other posts, changes my perspective on the utility of stabilizers somewhat.
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 12:36:00 -
[47] - Quote
iPod Nubz wrote:
Now that you have your answers, /thread.
Thanks for your post. What does /thread mean?
|

Todath Narod
Federal Navy Academy Gallente Federation
3
|
Posted - 2013.04.26 12:48:00 -
[48] - Quote
Texty wrote:Todath Narod wrote:There was no lock warning, meaning insta-lock Do you happen to have your "Auto Target Back" option set to anything else than 0? It is common for new players to misunderstand the locking effect when you auto-target back the opponent (who has already locked you) as some kind of an indicator of the opponent attempting to lock you. In this game, there is no warning when someone is trying to lock you. When he is yellow (or red) box, you are already locked. If you want to disable Auto Target Back, you can find it in the middle section of the General Settings tab. Set it to 0.
FYI : chances are you've probably had this kind of experience before (getting ship-killed at a gatecamp) for me this was a new thing and my familiarity with the lingetty isn't up to snuff apparently.
What I witnessed visually and aurally in the less than 8 seconds after I had looked around while gatecloaked was :
A couple of ship hit/damage warnings flashed on the screen about 2 seconds after initiation of warp cycle (as described above). There were no sounds.
I noticed the shield portion of the HUD went to half strength.
The next update, the shield and armor portion of the HUD were also gone, there appeared to be a little structure left. At this point I realized the ship wasn't going to make it. I didn't notice any other ship hit damage report propagating on the screen.
I started moving the mouse to a warpable destination in the overview (probably a gate other than the one I had just entered), since I didn't want to get podded.
In the next update I got a "notification mail" from the insurance, and it was at that time I commenced warp in my pod to some other place, which started immediately.
At no time was there any sound - what you have indicated above is true: I haven't changed anything in settings related to targetting, so what I previously thought was a target lock warning was really as you have described. So thanks for this.
None of the above was, I would guess, informative or relevant to you - but other new folks reading this may get a further understanding of the context of their own experiences thereby.
|

Bi-Mi Lansatha
Tactical Universal Research and Development Caldari Industrialist Association
91
|
Posted - 2013.04.26 12:52:00 -
[49] - Quote
Todath Narod wrote:...Expectation : that I was actually not missing something and this is what you get when you do what I do and there is no way to mine lowsec without losing a proc to a gatecamp like this... Under the conditions you entered lowsec the answer is... you are dead. If you want to mine in lowsec with a Procurer... change those conditions.
|

Cearain
Black Dragon Fighting Society The Devil's Tattoo
883
|
Posted - 2013.04.26 13:55:00 -
[50] - Quote
OP
Given the proliferation gate camps with boosters that allow people to point you out to 40k and web you to 30k no one flys anything larger than a destroyer in low sec without a scout anymore.
And even the frigates and destroyers will get killed in these camps. Its just that they are cheap so people don't mind losing them that much.
Go to null sec or a wormhole or some other place that is more conducive to mining. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Mike Adoulin
Trans-Aerospace Industries
212
|
Posted - 2013.04.26 14:58:00 -
[51] - Quote
The solution to your problem is simple.
Step One Scan down a Wormhole.
Step Two Enter wormhole, scan down the belts in a scout frig. Try not to die.
Step Three Get Venture with MWD, go forth and mine the ABC ores in the wormhole belts. Watch D-scan like a hawk. Try not to die.
Step Four Profit!!
|

Haulie Berry
514
|
Posted - 2013.04.26 15:51:00 -
[52] - Quote
Todath Narod wrote:Haulie Berry wrote:Katie Frost wrote:I am unsure why the OP is puzzled with the outcome.
You were engaged by 5 "BS or BC" sized ships. There is a significant difference between the two, by the way but even, for arguments sake, we call them 5 BCs; that is at least 5 points that can lock you in well under 8 seconds - you weren't going to warp off under any circumstances. That is also taking out of the equation the type of ships, damage type applied and the point that your '20k tank' was measured in terms of "effective" hit points.
As to your question of avoiding such outcomes, the short answer is "no" with an 'if' or the long answer is "yes" with a 'but'. The former involves sticking to hi-sec mining, while the latter has been covered in previous posters' responses, namely scouting, using a different (more versitile) ship, fitting advice and so on.
Yeah, his know-it-all tone, Yeah, same guy who asked the question about breaking tackle. Same guy who expects some know-it-all veterans to make fun of him and/or use his ignorance to demonstrate their leetness. Same guy who doesn't give a rip about all that and still tries to get reliable information that may be of use to other folks who dont have 3 years in the game.
Information doesn't get much more reliable than, "Warp core stabs are ****," to which your response can be roughly summarized as, "NUH UH!" 
Quote:Thanks for that clarification. Its seems to me in game terms its a passive tank...
It's not really a passive tank. It's not even really a buffer tank. It's just... not a tank. A naked procurer, at all 5s, has about 29k EHP vs omni. An adaptive invuln, EM rig, and thermal rig brings that to about 38 omni.
A single damage control II, all by itself on an otherwise naked procurer would give it ~43K omni.
This would still not have saved you, but it would have made the resulting kill mail less lulzy.
Quote:...but I agree: a real tank has shield and armor tanking modules.
If you're paying attention, you might notice that an incredibly small portion of the fits you see in posts and killmails have dual tanks. The reason for this is simple: They're ******* terrible. Even worse than warp core stabs. Like WCS, the few times you do see them, it's generally a very new player who doesn't know better yet. |

Seraph IX Basarab
Hades Effect
150
|
Posted - 2013.04.26 16:10:00 -
[53] - Quote
Princess Nexxala wrote:You have no ******* clue how game mechanics work and when people do try to help you, you disagree?
Why bother posting then, figure it out yourself smart guy...
This. Seriously listen to what people are telling you. AB trick you are talking about doesn't work and you're either lying or can't tell time. |

Leon Ronuken
Integrated Secure Resources Extraction
2
|
Posted - 2013.04.29 01:03:00 -
[54] - Quote
Mike Adoulin wrote:The solution to your problem is simple.
Step One Scan down a Wormhole.
Step Two Enter wormhole, scan down the belts in a scout frig. Try not to die.
Step Three Get Venture with MWD, go forth and mine the ABC ores in the wormhole belts. Watch D-scan like a hawk. Try not to die.
Step Four Profit!!
Someone told me there are no belts in WHS. |

Froggy Storm
Paxton Industries Gentlemen's Agreement
26
|
Posted - 2013.04.30 09:02:00 -
[55] - Quote
From the camper's perspective.
I run in these camps much of the time. It is easier to do in nul but not too hard for low.
Really most of the time we don't worry about stabs or not. The alpha nado fit will likely have enough scan rez to lock a frigate in under 3 seconds. That is the point of the ship's fit. Add to that the fact most of the camp was likely using remote boosts of one sort or another it is surprising it took them 8sec to lock you.
The things that escape the instance camps are those with a time to warp less than my lock time. OR things with a proto cloak and MWD. The proto cloak would have been the only thing to save you.
Funny anecdote: We actually had a little guy in a venture walk around us just like this. We had gate bubbled to hell and he cloaked up. He then spent the next half hour dodging our frigs to the edge of our bubbles and got to the next gate.
We got him there as he warped direct...poor bastard... but for his pluck and getting past us the camp donated 100m or so to him for the lolz. Pissed off the frig pilots something fierce. |

Karig'Ano Keikira
State War Academy Caldari State
30
|
Posted - 2013.04.30 12:04:00 -
[56] - Quote
- Personally, I think that stabs are not great choice - you assume camp will have only 1 scram or only 2 disruptors while in reality there is no reason not to put point on each gate camping ship - if nothing else, that allows them to catch more then one ship if they come through the gate at once. Sure, it will help if you are engaged by single foe, but you will very rarely see gate camped by one guy and while in belts, you should be able to avoid them using scanner and paranoia and being aligned; it might save you against solo bomber, but not sure it is worthy loss of tank or align time from nanos - 20k hp is not all that much really - even if not scrammed, expect at last 5k volley from arti bc (tornado will hit you for cca 10k on decent hit); in reality it won't matter though - they ill point you and you will die bit sooner or bit later (and stabs likely won't help) - if you insist on low-sec mining, you should either 1) use a scout, 2) count losses into your income (in which case high sec mining will be more profitable, but you likely aren't doing it for profit anyway if you low-sec mine) or 3) use venture - it aligns fast, has inbuilt stabs and will yield you poor profit :); - don't be annoyed if you die to 5-men instant lock gate camp - most ships will, exceptions being things that are really fast and tough - if you are not sure what happened, check EVE logs, they will list when/if you got pointed and what hit you and for how much; |

Tsukino Stareine
EVE University Ivy League
108
|
Posted - 2013.04.30 14:30:00 -
[57] - Quote
Wormholes do have rocks, you just have to scan them down first and possibly contend with sleeper rats (which are no joke) |

JackknifedII
The Canaries
24
|
Posted - 2013.04.30 15:41:00 -
[58] - Quote
The sad fact is, you uncloaked among a group of BC's that could instantly throw out enough damage to overrun your shields, probably with plenty to spare. There is no way of getting out of that situation.
The only way to make sure that does not happen is to know the gate is clear before jumping though using scouts/alts/whatever.
OR using another ship. Barges are good for mining and not much else. A proc will give you enough tank to survive 1 or 2 suicide destroyers, but multiple high alpha BCs will tear through it like paper. You either have to be small and fast, or know the gates are clear.
I seriously doubt extra stabs would make any difference because odds are you were not warp scrambled by anything other than the BCs, and if they fire together you die in 1 volley anyway. Dreams are transitory in nature, and therefore wasted on the living... Minmatar....we are generally unpleasant to be around....
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Tauranon
Weeesearch
159
|
Posted - 2013.05.01 07:58:00 -
[59] - Quote
Todath Narod wrote:
1. The distance from the gate at which a ship enters a new system from a jump has what level of variability? It seems to me that it's around 9 or 10km, meaning the sphere of probability there is around 20km. You have said 24km, a precise figure which indicates certainty and experience, so it seems to me the sphere is 24km.
2. From the center of the sphere, the probability that one would be within range of destabs is very high if, as you said, the campers are at a distance from the gate of 0km. Net : coming into a camp of more than 2 people means that you will be destabbed even if you have 2 stabs. Net : stabilizers really only help if you are dealing either with a solo or 2 ship ganker group.
This information, combined with that in other posts, changes my perspective on the utility of stabilizers somewhat.
If I recall region gates have a larger surface sphere, so there might be 2 sizes.
In any case, moving about 3 jumps away from the lowsec edge is a bit safer per jump than the entry, recognising that space can be categorised as junctions, pipes, detours, sec borders and deadends, and each categorisation affects likelyhood of camp at gate, and therefore odds of loss of per jump for a non-combat, non cloakwarper.
As a risk averse player, I generally jump into lowsec with a viator, covops or recon which all fit covops cloak and even with my horrible australian ping, I can reliably recloak and warp away without being locked. ie loss at lowsec gates for me = 0 in thousands of gates in the 3 classes. If you must, you can also configure a t3 to do same. It is possible to lose them, a couple of gates have ingame debris at them, and people can leave cans or drones or just plain be on top of you, and interceptor groups can keep chasing you and get to the next gate in time (I warp faster during the full speed part of the warp, they align faster) - been forced to ground a few times travelling along a pipe by frigate groups.
If I wanted a procurer in a specific destination - if it packs to less than 10k it goes in the viator, if it won't pack in less than 10k, I buy a bpc, some 425mm railguns and build it at or near the destination, bearing in mind mfg line station + low station traffic. If its beyond getting into a viator than blackfrog. Note that I've moved several cruisers into lowsec, and I just covops over to them, and then use them in situ and leave them there when I'm done. The covops is sufficient to run ammo in and yank rare drops out.
You can however see that mining in lowsec with its bulky output is a specific problem, that you can't really solve as a completely solo pilot. I would only do it if I was using the output in situ.
I occasionally lose covops - nullsec gates + interdictor got me once, and they are not great at breaking out of station camps even if you have an undock insta, (hence station selection for homebase is important). You do have to accept that shiploss is possible.
|

Disastro
Wrecking Shots Black Legion.
70
|
Posted - 2013.05.01 15:57:00 -
[60] - Quote
Todath Narod wrote:Ran into a gate camp of 5 BCs and better while in my Procurer. Dead in 8 seconds. Wondering if I am missing something about how to survive here - or whether realistically there is any chance of someone surviving these. The Context 1. My Warp Technique and Modules Used I arrive at the camp having come through the gate. I have 2 warp stabs on the low slots of my Proc, and there are no bubbles. I am in the jump cloak, and take a few seconds to assess the situation: 5 large BS or BC class craft, most of the same corp, positioned around the gate in such a way as to bring anything that de-cloaks under most or all of the gunnery of the group. The procurer has two shield hardener rigs for EM and Thermal, and the adaptive invul in the middle slot. Net hit points 20K. I have shortcuts or a quick mouse established to do the following : align to next gate engage afterburner disengage afterburner engage adaptive invul warp to stargate The above means that the warp to the next stargate will begin in about 8.3 seconds. I do this. In less than 8 seconds, dead. 5 gatecamp non-creative kill ganking ships (with t2 weaps and modules allowing insta-lock, of course) did 20K damage in less than 8 seconds. There was no lock warning, meaning insta-lock - I was locked the millisecond after I came out of warp. (Makes one wonder what all the fuss is about in the game mechanics regarding signature radius  ) Conclusion : no way to survive these things. Request : point out how there is a way to survive. What I am doing wrong, what modules I should be using, etc.
1. 5 ships with 5 points (disruptors) beats 2 warp core stabs every time
2. Low sec or null sec you are going to lose a mining ship traveling alone with no scout.
3. Bubbles are null sec only. If you were in low sec they could only use a disruptor or scrambler. If they had a heavy interdictor with them you could have had 100 warp stabs and still would not have broken free. Heavy interdictors have infinite point strength.
4. If you want to move a mining ship through null sec or low sec you would want to use a carrier or a rorqual to move it to the destination and then use it only within the one system without every using the gates for travel. These ships are not designed to evade gate camps. |

Ristlin Wakefield
Rama Squadron Eternal Pretorian Alliance
309
|
Posted - 2013.05.01 18:10:00 -
[61] - Quote
Pretty sure when you jump into a new system there is no such thing as "ship direction" -- in other words, you are technically "aligned" to every direction at once and just need to reach the proper speed for warp. I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license. |

Ersahi Kir
Infinite Mobility SpaceMonkey's Alliance
147
|
Posted - 2013.05.01 22:37:00 -
[62] - Quote
Leon Ronuken wrote:Someone told me there are no belts in WHS.
There are no traditional belts in wormholes, but there are grav sites that you can mine. |

Hedian
Imperial Academy Amarr Empire
6
|
Posted - 2013.05.01 22:56:00 -
[63] - Quote
7/10
Look at the responses, but did not find it very funny |

Raiz Nhell
Kangaroo Ate my baby Orchestrated Alliance
260
|
Posted - 2013.05.02 13:15:00 -
[64] - Quote
Todath Narod wrote:
Also, I've had 1 venture blown up while I was exiting a station in Amamake. 1 shot no lock warning. My screen just changed literally in the blink of an eye from driving a venture to driving a pod.
Did he say he was going mining in Amamake?
Yet he has insisted on saying he does map recons...
There is no such thing as a fair fight...
If your fighting fair you have automatically put yourself at a disadvantage. |

Ciyrine
Science and Trade Institute Caldari State
1
|
Posted - 2013.05.18 20:02:00 -
[65] - Quote
Lots of good info here. Day 4 of playing so bear with me.
1) how does debris, cans, drones contribute to chance of death at gate camps?
2) abbreviation bpc stands for?
3) blackfrog is corp that transport?
4) mining lowsec and its bulky output refers too?
5) using output in situ means?
6) cov op ships are not great at breaking out of station camps because?
7) cov op ships can be killed at null sec + interdictors because? I want to understand what their weaknesses are
8) why are warp bubbles not used in null sec?
9) why is 4 warp stabs the point at which they stop being useless? Each stab makes u safer vs more and more situations so why target 4 as the milestone of usefulness
10) ive been looking at the map for ships killed while in hi sec. But people mentioned many more ways to use map for safety. Id like to ask more clarification what kind of numbers i should be looking for when looking at starmap A) # pilots in space...looking for big or small # here and why? B) # pilots docked undocked C) # Jumps looking for big or small # here and why D) # of pilots killed in 24hrs as opposed to 1hr like i been looling |

Himnos Altar
An Errant Venture
177
|
Posted - 2013.05.29 07:53:00 -
[66] - Quote
Todath Narod wrote:Haulie Berry wrote:Quote:3. had adaptive invul and 2 rigs for resists. Just to be clear about something: That ain't a tank. Thanks for that clarification. Its seems to me in game terms its a passive tank, but I agree: a real tank has shield and armor tanking modules.
I hope to Hek you meant Shield OR Armor tanking modules. |
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