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Sevvin
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Posted - 2006.12.19 11:53:00 -
[1]
What kind of ships do player pirates who camp gates and hunt players in -0.5 use? I've almost saved up enough for a battlecruiser and i was wondering if i would be able to put up a fight against some of them. Also, how many warp core stabilizers do people suggest for staying safe out there? Any input would be appreciated.
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Destiny Calling
Sanguine Legion
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Posted - 2006.12.19 12:00:00 -
[2]
First off:
Do not fit Warp corp stabs to a combat vessel your ship is gimped from the beginning and in a gate camp there will always be more points on you than stabs you can fit.
Gate camping is generally done in battleships as these ships soak up fire from the sentries. If this is in 00 space then any ships can be sued to camp gates.
My advice to you is take friends, one ship should never break a well laid camp, several ships then you can have your party
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Orion Shurtak
Amarr Free Player Corp
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Posted - 2006.12.19 12:09:00 -
[3]
in .5+ you shouldn't have to worry about anyone camping gates unless your corp is at war. Below.5 your best Chance is something small, cheap, and fast. With the ability now to warp within jump distance to a gate, it's much easier to get away.
A word of advice, don't fly what you can't afford to lose. If you almost have enough saved to get a battlecruiser, then you can't afford to lose it. Don't fly it in those systems. When you can afford to lose one and refit it without thinking about it, then you can probably afford to fly it.
If you want to go into areas like that, go in a big group. Most player rats, will only attack if the odds are in their favor. --------------------------------------------------
Free Player Corporation
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Destiny Calling
Sanguine Legion
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Posted - 2006.12.19 12:32:00 -
[4]
Quote: If you want to go into areas like that, go in a big group. Most player rats, will only attack if the odds are in their favor.
We liked to be called pirates :)
However thinking like this is what gets you killed in the first place!
Several Pirates warp into the middle of them off a recon. Focus fire on the there biggest ship, pop it, cycle target, opop next ship.
For pirates, this is business as normal, communicating on teamspeak, know their drills like second nature.
For the big gang of new players, this is a proverbial **** storm. One second all was dandy, now you got several blink reds on the overview, drones buzzing and pods start appearing on your overview. this causes panic and the domino effect.
The big gang quickly disperses and runs for shelter, with no orders give your once big gang is smashing up agianst the rocks all because you thought the odds were in your favour.
All I can say is, stay informed, Use voice comms for any operation, check local, have scouts.
Have fun and enjoy the hunt.
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Shanur
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Posted - 2006.12.19 13:33:00 -
[5]
In .05 or higher, you are only at risk when at war, and even then there will be limitations to what size of ships you'll be facing. You'll also tend to have plenty of options to get around camped sectors.
in 0.4 - 0.1, you'll only have to worry about jumping out if the enemy has enough guns to instagib you, if you have such a high signature you get locked within 2 seconds or if you have trouble clicking the "activate gate" button. With warp to 0 you'll end up right on top of the gate and only have exposure while dropping out of warp. As to jumping in, you'll be cloaked until you move. That means the enemy won't be able to lock on to you until you start aligning for warp, and only has long enough to scramble you as it takes for you to finish aligning. Keep a low profile (in other words, fly a small ship with a low signature resolution) a high accelleration and a high rurning rate and you should make it out. Don't fly a cumbersome industrial unless you got a whole convoy to hide in or an armed escort disposing of the goons first.
In 0.0 space you got to cope with bubble camps (gate camps on outgoing gates centered around an interdiction sphere). The basic rule of thumb is that an unprepared foe ending up in a bubble is dead. As such getting trough bubble camps becomes not so much an excercise in sneaking or rushing past, as much as one in using a proper blockade running operation (transports with escort) or even a full fledged assault to disperse the camp. The most practical way of dealing with a bubble camp is simply avoiding them, though. Learn to predict or detect them and plot your course to steer well clear of them. Not many corps can block ALL chokepoints into pockets of 0.0 space. |
Vasiliyan
PAX Interstellar Services Anarchy Empire
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Posted - 2006.12.19 14:57:00 -
[6]
If you want to travel, fit inertial stabilisers and one or two WCS. That allows you to align for warp and get out before too many people have locked you.
You can do quite a bit in a BC, but "almost saved up for enough" == you can't afford to lose it, so go in something smaller to start with. Few gatecamps have less than 3 battleships.
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Detavi Kade
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Posted - 2006.12.19 15:37:00 -
[7]
Keep your BC in 0.5 and higher space, for now.
Venture into 0.4 and below with frigs. Fit for speed and learn the ropes of navigation and evasion. Purposely hang around negative security guys to see how well you respond to the situation. Know what these player pirates are capable of and what they're not capable of. Learn how to make safespots on the fly. Learn that safespots aren't exactly safe.
In other words, experiment. But don't do it in a battlecruiser that you've "almost saved up enough for."
Originally by: oveur
EVE is primarily a PVP game
from the following dev post |
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