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Sharq
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Posted - 2007.01.22 13:31:00 -
[1]
So I think I have found a decent route. Unfortunately the goods pick up is in low sec. I have to go two systems deep into low sec to grab the goods in an Iteron if I choose to use this route.
Basically, the goods are in a 0.4 system. I would have to leave that system with the goods, enter a second 0.4 system than the next system is 0.5. So I think the danger point is the jump between the two 0.4 systems. Once I take the jump from the 0.4 to the 0.5 I'm guessing I'm safe.
Anyways, I flew an alt in there yesterday (Sunday) and both systems seemed fairly quiet. The number of pilots fluctuated between 1-12 at different times in each of the two systems. Plus a lot of them just seemed to be passing through.
So what I'm wondering is:
1) If I am going between two 0.4 systems but heading towards high sec instead of away from it, is that a good thing? I guess the only place they can really catch me is when I have jumped through the gate (because of WTZ). So just one opportunity.
2) I recon'd the jump gates and there were no campers there on either side. Once there were two ships fighting there but it seemed a bit random. Also they were on the "away from high sec" side of the gate. Does that mean it is likely not camped? And more importantly, could there be a hidden camper nearby that I would have missed (i.e. cloaked).
3) Security Status: most people had positive sec status and a few had negative. Should I really only be worried about the negative sec status people?
So, in short, what are my chances in an Iteron to get out alive and back to high sec? I know there are no guarantees but if anyone can provide any tips of what to look for or do or can give me some idea of what kind of situation I may be in for, it would be great. :)
Thanks.
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Wyehr
Shadow Of The Light
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Posted - 2007.01.22 14:18:00 -
[2]
Use an alt scout and the directional scanner.
Assume that every gate near the highsec/lowsec border is camped until you see otherwise with your own eyes.
Make inline safes and 3-point safes for emergencies. Make them before you need them and delete each one as you use it.
A cloaking device can help, but you will need practice to learn how to use it right.
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Treelox
Amarr Frontier Technologies
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Posted - 2007.01.22 15:31:00 -
[3]
Originally by: Sharq Edit: Also, what about a cloaking device (the ones that can be fit on any ship) to help escape after you jump through the gate. I know you cannot warp with them but you can slowboat it away from the gate until out of range, right?
yes you can do this, but if u run into a group of a few people who are worth their salt they will get you anyways.
If you can, try to get into a transport soon. --
Signature edited - this is your last warning - Jacques |

Sharq
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Posted - 2007.01.22 16:00:00 -
[4]
Thanks guys.
It will be a while till I get to transport.
My plan is this:
Have alt fly to the stargate I will jump through and check for campers. Log out and sign in with my indy guy Undock from the station. WTZ to the stargate. Jump. Cloak as soon as I get through (assuming I am 2500m from everything, if not move until I am). If it is clear, WTZ to next stargate (if not clear, move 200km away from campers staying cloaked before warping) Jump through to 0.5 space. Woohoo!!!
Comments?
Got a couple of questions based on your posts:
1) Directional scanner? What would my alt be using this for? 2) What are in-line safes and 3 point safes? 3) Is it a better idea to skip the cloak and go straight to WTZ?
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Captain Ferros
Caldari Expeditionary Fleet 1
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Posted - 2007.01.22 18:58:00 -
[5]
WTZ is your friend, IMO.. it means you are only really susceptable to attack on the other side, where you have to align to warp.
Most of the time, expecially dealing with short trips, your only big concern is those with Warp disruptors. they can stop you in your tracks, and give 0 chance for you to get away.
Your only doing a short run, invest in all low slots of WCS, throw some shields in if you can... and just push your way through. ---------------- Admiral Ferros Administration Expeditionary Fleet 1 The New Republic
Damn sacks of wet carbon.... |

Altaree
Gallente Red Frog Investments Daikoku Trade Syndicate
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Posted - 2007.01.22 19:39:00 -
[6]
An iteron V with a full load of nano's in its lows can align and warp VERY fast.
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Wyehr
Shadow Of The Light
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Posted - 2007.01.22 20:23:00 -
[7]
If possible, get a second account for your scout. You can get a free trial at any time to see how it works.
You may be able to get away with swapping pilots on a single account on a route this short, but I don't recommend it.
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Jas Dor
Minmatar
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Posted - 2007.01.23 01:18:00 -
[8]
Well lets see.
First of all in low sec both the pirates and pirate hunters can have low sec scores. Pirates that live in 0.0 and are come in may very well have a high sec score. In general sec score dosn't mean anything.
Fit two medium shield extenders if you can. Many pirates can't tank gate guns.
If you're in a hauler you have two options 1)WCS (at least 2) so you're hard to tackle and 2) Inertial stabs so you warp out quicker.
Cloaks are nice if you can afford and fit one. If you have a free mid slot consider a target jammer. It's unlikely to do much good but IF you can cause the tackler to break lock you might be able to get out alive.
Oh BTW not all low sec systems are instant pirate gank deathtraps, many low sec systems by high sec are however.
Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |

Pang Grohl
Gallente
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Posted - 2007.01.23 20:49:00 -
[9]
For dealing with the incoming side of the gate (after you have jumped in) look for planets that are in front of you. Warp there first to clear any gate campers. The less you have to turn the faster you will be into warp. Nano's or inertial stabs will get you aligned quicker. Train evasive maneuvering and Spaceship command to 5 as soon as you can. If your scouting ahead, make a safe spot in line with your facing after jump-in. Sensor Damps in the mids can save you from the tackler unless they happen to be in an inty on top of you. Sensor Damps always work, but they aren't a total lock out like ECM.
Si non adjuvas, noces (If you're not helping, you're hurting) |

Sharq
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Posted - 2007.01.24 10:45:00 -
[10]
Thanks.
What do you mean by "nano". What are these? I see nano stuff that is armor but I'm not sure if that is what you are referring to.
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Ervinia Daisy
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Posted - 2007.01.25 13:54:00 -
[11]
If it's a route you will be using often, you could go in there with a frig, mwd straight away in the direction you're facing and then go 1000km+ away from the stargate (may take a few minutes). Create a bookmark and voila! You know have a place straight ahead of you to warp to if you end up in trouble.
Atleast it will largen your chances alot.
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Oriella Trikassi
Trikassi Enterprises
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Posted - 2007.01.25 16:46:00 -
[12]
Originally by: Sharq Thanks. What do you mean by "nano". What are these? I see nano stuff that is armor but I'm not sure if that is what you are referring to.
Nanofiber Internal Structures. They replace the bulkheads inside your ship with high tech cardboard. This makes your ship go faster but reduces your Hull hit points. The alternative are Inertial Stabilisers which make your crew less likely to be converted into strawberry jam when you accelerate. Whichever you pick, carry a full set in your cargo hold along with a full set of Cargo Expanders. That way you can swop them around.
Warning: named and Tech II cargo expanders are expensive. Pirates might be tempted to pod you just to loot them, never mind your cargo!
--- Trikassi Enterprises, oiling the jumpgates of commerce since 2004 |
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