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Jeremy Ironforge
White syndicate
16
|
Posted - 2012.02.07 10:30:00 -
[1] - Quote
Well just trying to make my corp's flying a little better since "just flying whatever ship is in my hangar" doesn't work.
Here's a few basic questions:
1) Any tips on how to assamble 7-9 people into one efficient gang?
2) What ships to fly? BCs are the most common and cost effective, right?
3) Any need to fitting standartisation?
4) What tank to use? I assume for small warfare shields are better.
5) Any need in specific roles like EWAR and Logi? Do multiple waves of ECM drones work for that scale?
6) Special tatctics like Alpha Tornadoes or Blasterboats warping to "0" worth trying to pull off?
Or if there's some kind of guide please link it to the thread.
Edit: All this in lowsec conditions. |

Mohamad Transporte
Yulai Guard 1st Fleet Yulai Federation
14
|
Posted - 2012.02.07 14:19:00 -
[2] - Quote
Notes: 1. I hope these tips will help in your mission, however, these tips are given based on the assumption that you will shoot only on pirates and NBSI (Not blue shoot it) alliances. I highly discourage shooting at miners/ innocent neutrals around all 0.0 & low sec systems. Fly safe and enjoy eve! - NRDS Coalition 2. I assume you will roam and not defend a system and below assumptions are based on 0.0 hostile environment, low sec requires different composition/ tactics
1) Any tips on how to assamble 7-9 people into one efficient gang? A small gang requires: 1 Dictor, 1 rapier/hugin, 1 lechesis, 1 scout (interceptor), 5 dps (I suggest 4 cheap dps ships + 1 falcon if you are new fc /or 4 neuting / dps canes ships + 1 command ship if u can handle the heat), so basically 1 squad leader with leadership skills (including skills for buffing shield tank) + 8 normal peeps
2) What ships to fly? BCs are the most common and cost effective, right? BCs ofcourse (canes or shield harbingers are preferred), if you have iskies... u can go for Vagabond speed daemons gang or nano sniping munin gangs
3) Any need to fitting standartisation? Well.. u need to align the fitting rather than copy and paste... what i mean if u want to be a speed gang... with speed links on the command ship.... u need to ensure that everyone has at least 1-2 nanofbers in their lows... and if u are a sniping fleet...so none of the members should bring ACs... and so on
4) What tank to use? I assume for small warfare shields are better. Shield ofcourse... because sometimes u need to run fast and bubble the gates behind u so that u save ur retrieting friends... so armor will slow u up... remember: Armour = slow, but more tank + more faster locking speed.... shield = more dps + quick aligning and high speed
5) Any need in specific roles like EWAR and Logi? Do multiple waves of ECM drones work for that scale? well... i prefer ECM drones instead of dps... but its your call... for logi.. i always say that scimitars are good for 10+ gangs... but if u are going to play sniping games... logi can be useful and safe to use
6) Special tatctics like Alpha Tornadoes or Blasterboats warping to "0" worth trying to pull off? your call... but again... if you are new start with sniping boats (munin/ alpha tornadoes), much safer i would say if u have a scout ahead and know when u can warp to 0. as a general rule... dont attempt to engage a fleet that outnumber you so that you dont loose morale... once u have a solid grip on FC-ing and u feel ur fleet members are willing to loose ships and gain more fun... then its ok to go for it  |

Skelee VI
Wraithguard.
2
|
Posted - 2012.02.07 14:43:00 -
[3] - Quote
Small gangs are better if fast and agile. But really depends on targets. First of if you are in null or 0.0 you will need an interdictor to bubble at gates. Second you will need tackler/decloakers, either an interceptor or faction frig etc, Then dps and ewar.
Fast gang fleet: 1 x interdictor 1 or 2 tacklers/decloakers 6 x cruisers and below (fast frigs, AF's )
Option 2 for bigger targets 1 x interdictor 1 x tackler 7 bc's , best if all have same range on the ships, canes, drakes good. You can go with all ecm drones or have one ewar ship.
Make sure you have scout ahead of fleet. Best of luck |

Mutnin
SQUIDS.
91
|
Posted - 2012.02.07 17:33:00 -
[4] - Quote
If you are taking guys out that are new to PVP don't take expense stuff out just to lose it horribly. Take out cheap ships that guys can afford to lose which also means they won't get discouraged from PVP.
Start them cheap teach them how to PVP and work on building your own set of tactics that works well for your group. Then move then up the ranks toward BC's and later T2 support ships.
We are in FW so fights & targets are easy to find but we just stick everyone in cheap Thrashers and have at it. I don't just go out and try to suicide them as KM fodder but we have "welped" a few gangs of them so far which causes a bad kill/death ratio but it's a great way to teach in-experienced guys how to PVP and fly in gangs.
What we are finding works well is Thrashers and Corms with a Griffin or two in the mix. While a gang of newer pilots will typically still get beat down by high SP pilots in the same ship you can pretty much face pound and gank the hell out of just about any solo ship with just a small group of Destroyers, specially when u have ECM support.
You can expand this to go T1 Cruisers and use Nano Shield Gank Ruptures possibly with Osprey Logistics to keep it cheap. If you want to add in EW support toss in a BB & maybe a triple Damp nano Celestis. Of course don't forget some sort of fast tackler.
The point being it's much better typically to learn in cheap ships that are affordable to lose for the average player. If you put a bit of thought into a uniformed gang you can be effective in cheap T1 stuff and you will be that much better as a group when you move on to more expensive ships. |

X Gallentius
Quantum Cats Syndicate Villore Accords
117
|
Posted - 2012.02.07 17:38:00 -
[5] - Quote
Start with td rifters and ecm griffins and work your way up. |

Hrett
Quantum Cats Syndicate Villore Accords
43
|
Posted - 2012.02.07 17:52:00 -
[6] - Quote
As stated - keep them cheap. Rigs are the biggest cost of T1 cruisers in pvp. Dont rig them until you are comfortable. Will save a lot of lost isk. You can buy and fit another cruiser for the cost of the rigs. Just wait until they have a bit more experience. |

Reppyk
The Black Shell
30
|
Posted - 2012.02.07 19:11:00 -
[7] - Quote
1 drake 8 falcons. |

Vordak Kallager
Autocannons Anonymous Late Night Alliance
50
|
Posted - 2012.02.07 20:26:00 -
[8] - Quote
Organizing a gang composition really depends on the goals you hope to achieve.
Are you looking to GCC? Are you hunting Pirates or baiting out GCC from other players? Are you fighting on gate? Etc, etc.
A fleet needs to be able to tackle, control range, mete out DPS, survive the enemy's DPS. For new players, keep it cheap. Most people suggest frigate gangs, and that is a good way to start: cost effective. However, frigates are very restricted as to who/where they can fight in lowsec. It requires fighting in a belt or fighting someone who is GCC (if on a gate/station). A gang of T1 Cruisers has similar maneuverability and can GCC a solo target on a gate with some certainty of success whlie maintaining a similar cost-effectiveness of frigate hulls. It's also much easier, psychologically, to make the step from running Cruisers to Battlecruisers (the quintessential PvP hull in most areas of the game) than from Frigates, for the FC and for the pilots. |

yopparai
ASTARTES CORP
12
|
Posted - 2012.02.07 21:48:00 -
[9] - Quote
As others have mentioned it really depends on where you plan on fighting - highsec, lowsec, nullsec, on gates, on station, in belts, on the market.
But that being said you can't go wrong with the old tried and true falcon, falcon, tackle, tackle, dps, dps, dps gang.
Yopp |

Kessiaan
Greater Order Of Destruction Happy Endings
59
|
Posted - 2012.02.08 23:35:00 -
[10] - Quote
Hurricanes and drakes should be the DPS backbones of any small gang IMO. Hurricane is a bit more ganky and the drake is a bit more tanky but both are utterly expendable, do solid DPS, are fast enough to GTFO from heavier gangs, can kill tackle pretty easily, and can take an enormous pounding with good logi support.
After you have your DPS, you need a scout (inties work well, as do interdiction nullified Tengus which are sturdy enough to work as bait as well), maybe dedicated tackle depending on where you are and what you're doing and who the targets are (you should always bring a dictor in null, in lowsec its debatable), two logis, and perhaps ECM (though you'll get blueballed a lot if people see your Falcon). My killboard - http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Kessiaan |

drdxie
Federal Navy Academy Gallente Federation
40
|
Posted - 2012.02.09 00:41:00 -
[11] - Quote
I am newish to PVP would recommend staying away from frigs and cruiser if you can afford it. You die way too quickly to actually learn anything from the engagement. The group my PVP toon runs with uses a interdictor and mostly PODLA drakes, in NULL. They tough and have lots of GTFO. I find as a new PVP'er there is way to much to worry about and not having to worry about tracking and range is great for a noob pvp'er. just remember if you using nano drake.. don't sit still and take a beating, use your agility. Look in my eve and google and watch some PVP videos, there are many. I recently found Kil2 and Kovorix's podcasts and videos and they are very informative and fun to watch as its nice to know their thought process while pvp'ing instead of listing to music. |

Cerlin
Imperium Technologies F0RCEFUL ENTRY
4
|
Posted - 2012.02.09 06:53:00 -
[12] - Quote
As someone who has recently gotten into pvp within the last 6 months after a couple years of playing (and not doing too shabby at it either) I would say fly whats fun and what matches the gang. Almost all my experience is in small gang warfare and the best gangs I am in are the ones that take advantage of all our players skills.
On this note I am totally surprised no one is talking about the new T3 Battlecruisers in the Null sec context. These ships are beast, have nice range, are REALLY fast and maneuverable, and give your under ten man gang a lot more GANK for your players. The best part besides range is the price and SP requirements are also pretty low, because who CANT use batttlecruisers? And if you have too many caldari carebears just get them to train up their gun skills to 4, its enough to do a lot of damage. When you see an Auto Tornado, Pulse Oracle, and a rail talos eat a equal sized drake fleet (having tackle) you start to really love these ships. |

Skelee VI
Wraithguard.
2
|
Posted - 2012.02.09 17:16:00 -
[13] - Quote
You can just have some fun fleets too. Cloaky fleets, destroyers fleets, AF fleets. Grab a bunch of frigs and roam until you die good too! LOL Make sure guys can have some fun and don't bring what you can't afford to lose. |

Annie Anomie
Shadows Of The Federation Drunk 'n' Disorderly
8
|
Posted - 2012.02.09 17:45:00 -
[14] - Quote
Jeremy Ironforge wrote:Well just trying to make my corp's flying a little better since "just flying whatever ship is in my hangar" doesn't work.
Here's a few basic questions:
1) Any tips on how to assamble 7-9 people into one efficient gang?
2) What ships to fly? BCs are the most common and cost effective, right?
3) Any need to fitting standartisation?
4) What tank to use? I assume for small warfare shields are better.
5) Any need in specific roles like EWAR and Logi? Do multiple waves of ECM drones work for that scale?
6) Special tatctics like Alpha Tornadoes or Blasterboats warping to "0" worth trying to pull off?
Or if there's some kind of guide please link it to the thread.
Edit: All this in lowsec conditions.
Basically you need to be able to kill most things that can catch you.
Therefore I'd say like shield BC/cruiser. Shieldcanes and nanodrakes are good ISK/performance. Cruisers are very good at running away from what they can't kill. You could consider logi. You probably need a minimum of two though (assuming you're blinky) which is a big chunk of your gang.
You need something no bigger than a fast cruiser to scout gates. The guy doing this needs to be know how to work his d-scanner and be mentally quick , not prone to panicking and able to communicate quickly with you.
Fitting standardisation... it depends how bad at fitting their ships your guys are. Ideally you all want to be burning at a similar-ish speed and projecting DPS to similar range-bands.
Shield tanked ships are quicker and more agile. These are things you often want in a small gang because they let you decide if you're going to engage and then have control over how the fight goes.
Yeah, swarms of ec drones works. It's a bit lame but the more of them you launch the more jams they achieve. You could bring dedicated e-war. A rapier is kinda handy in fast kitey gangs for holding stuff at range to shoot. Arazus are nice in combination with a rapier and ranged DPS (tackle stuff at ranges of up to 100). ECM just works. A dedicated ECM boat with good skills is going to be shutting down 2/3 ships indefinitely.
Same issue as logi though. The more specialised roles, the less DPS you have. How many of these options are worth more to you than the DPS bump you get from another couple of BCs? |

drdxie
Federal Navy Academy Gallente Federation
41
|
Posted - 2012.02.09 18:10:00 -
[15] - Quote
Cerlin wrote:As someone who has recently gotten into pvp within the last 6 months after a couple years of playing (and not doing too shabby at it either) I would say fly whats fun and what matches the gang. Almost all my experience is in small gang warfare and the best gangs I am in are the ones that take advantage of all our players skills.
On this note I am totally surprised no one is talking about the new T3 Battlecruisers in the Null sec context. These ships are beast, have nice range, are REALLY fast and maneuverable, and give your under ten man gang a lot more GANK for your players. The best part besides range is the price and SP requirements are also pretty low, because who CANT use batttlecruisers? And if you have too many caldari carebears just get them to train up their gun skills to 4, its enough to do a lot of damage. When you see an Auto Tornado, Pulse Oracle, and a rail talos eat a equal sized drake fleet (having tackle) you start to really love these ships.
Problem with the T3 BC's is you need to know how to use them. We had a 10 man drake fleet with an interdictor and we caught a gang of 20ish naga's on a gate and were able to drop half their fleet before they got away with very few losses. We did however bump into them a day later and their fleet of tornado's came in at range and made short work of us. A T3 BC is not a guaranteed win, but then no ship is. Its all about the planning... |

kalbrak Jr
Blue Republic RvB - BLUE Republic
4
|
Posted - 2012.02.14 03:05:00 -
[16] - Quote
Bombers, and Force recons! maybe a light dictor too
1. Find a high traffic gate in null sec to setup camp on. 2. Use a Rapier or Arazu to tackle incoming ships. 3. Have a few falcons to keep your targets jammed. 4. Shoot them with torps until they die. 5. Scoop loot and cloak.
If you get outnumbered you can setup a bombing run using one of your recons to get a warp in.
|

tofucake prime
The Hatchery Team Liquid
43
|
Posted - 2012.02.14 03:25:00 -
[17] - Quote
Everything everyone said is wrong and bullshit.
5 Drakes or Canes 4 Rifters
That's all you need. Recons are force multipliers, as are logi. People will be more reluctant to engage you the more of them you have.
OR
8 Falcons and 1 Drake, because **** everyone you NEEEEEEEED falcons. Having falcons makes you pro. |

Scevvin
Tri-gun Psychotic Tendencies.
3
|
Posted - 2012.02.14 21:17:00 -
[18] - Quote
Jeremy Ironforge wrote:Well just trying to make my corp's flying a little better since "just flying whatever ship is in my hangar" doesn't work.
Here's a few basic questions:
1) Any tips on how to assamble 7-9 people into one efficient gang?
There are four constant aspects to any fleet, five if Logistic ships GÇô Oneiros, Guardian, Basilisk, Scimitar GÇô are provided: a fleet commander, scout/tackle, tackle, and dps. I put scout/tackle together because often times the scout will be asked to tackle a ship to either provoke a gang fight or simply gank a lone pilot. There need to be others function as tackle as well in case the scout dies. The only people talking on comms should be the FC and the scout: if someone has a major problem then speak up.
2) What ships to fly? BCs are the most common and cost effective, right?
Because this is going to be a new experience for you and your crew, I highly recommend a standard frigate, battlecruiser, logi set up. If you are going to stay in low-sec, armor might be the better choice to allow more survivability against gate guns if you choose to aggress. Shield provides you with much more maneuverability and speed; but since you guys are there to learn, I would suggest a basic slug-fest type of fleet so that you can concentrate on basic tactics.
3) Any need to fitting standartisation?
This is just as important and ship standardization. Different type of fit is flown in its specific way. If everyone has the same fit, then you will have a consistent and well-run fleet. Especially if you can bring logistics to the fleet, having the same type of tank is absolutely necessary.
4) What tank to use? I assume for small warfare shields are better.
As mentioned, armor provides you much more initial survivability in the sense of having more EHP than shield or nano fleets. However, armor fleets can not move as fast as shield fleets: warp initiation, velocity, and turning (transversal) ability are all much lower because of the bigger mass that comes with armor tanking. Shield fleets can, though, provide you the ability to dictate range if needs be, as well as being more selective with your engagements. A small shield fleet that scouts a larger armor fleet will have no problem in running away.
5) Any need in specific roles like EWAR and Logi? Do multiple waves of ECM drones work for that scale?
EWAR is very effective, but, the ships that have the EWAR bonuses GÇô falcon, rook, kitsune, and scorpion GÇô are very light tanked and can be destroyed very quickly and easily if not flown correctly. Logistics is also another very effective success tool that simply turns a small 10 man gang in to a fleet that can take another fleet twice its size without much problem. ECM drones, when concentrated on a single target, can be extremely effective. I have been jammed multiple times by a concentrated group of ECM drones while flying a Guardian, even with an overheated ECCM II. If you can jam a logi while primarying another Logi, that will be a key strategy you can use to your advantage.
6) Special tatctics like Alpha Tornadoes or Blasterboats warping to "0" worth trying to pull off?
One of the most fun gang compositions you can fly is what is called "nano." Each ship is shield fit with at least one Nanofiber Internal Structure in their low slots. While all four races can fly nano, Minmatar is usually the preferred choice because of their inherent speed and agility. Nano gangs are flown at range from the fleet, never getting within overheated web and scram range: 15km. Rapiers would be better suited in this type of gang to prevent the enemy fleet being able to "burn" out to you for any reason, and to keep that range. This, however, is a harder fleet to pull off than a standard slug-fest fleet, so I would recommend avoiding it until you feel confident in the basics.
Or if there's some kind of guide please link it to the thread.
Edit: All this in lowsec conditions.
Also, try and get to nul sec: it's so much better PvP conditions :)
|

Stetson Eagle
ROC Academy The ROC
10
|
Posted - 2012.02.15 21:32:00 -
[19] - Quote
You'll need ways of pinning down targets, be it bait or tackle. Tacklers are always good. Think more about killing stuff than surviving and you are well on your way :) |

Richard Bong
GoonWaffe Goonswarm Federation
29
|
Posted - 2012.02.17 04:17:00 -
[20] - Quote
I would go with 1 dictor 1-2 light tackle preferably interceptors 1-2 ecm blackbirds or better 4-5 DPS T1 cruisers, BC's or, HAC's possibly 1 logi ship prefer Scimitar or Oneirios due to cap stability. Do not bring a osprey, etc they are not worth it. If bringing Logi make sure the gang is all tanked the same way, if not just do whatever.
ECM and logi give you a much wider range of ships you can engage.
If you are just doing a frigate/destroyer roam **** fleet comp just have fun. [ASK] Me about drive by thread shitting! |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
340
|
Posted - 2012.02.17 04:41:00 -
[21] - Quote
You should strive for a 2:1 ratio of guardians to vindicators and always strive to have at least three vindicators.
Feel free to occasionally bring an officer fit Bhaalgorn too.
Oh right you wanted lowsec. I have literally no idea what happens there. Maybe something with shields? Possibly falcons are involved? |

Dradius Calvantia
Creative Cookie Procuring Rote Kapelle
248
|
Posted - 2012.02.19 22:00:00 -
[22] - Quote
Lots of bad advice in this thread.... :( |

David Fightmaster
Sony Enterprise
5
|
Posted - 2012.02.20 20:46:00 -
[23] - Quote
Jeremy Ironforge wrote:Well just trying to make my corp's flying a little better since "just flying whatever ship is in my hangar" doesn't work.
Here's a few basic questions:
1) Any tips on how to assamble 7-9 people into one efficient gang?
2) What ships to fly? BCs are the most common and cost effective, right?
3) Any need to fitting standartisation?
4) What tank to use? I assume for small warfare shields are better.
5) Any need in specific roles like EWAR and Logi? Do multiple waves of ECM drones work for that scale?
6) Special tatctics like Alpha Tornadoes or Blasterboats warping to "0" worth trying to pull off?
Or if there's some kind of guide please link it to the thread.
Edit: All this in lowsec conditions.
I like the blasterboats idea lol. www.davidfightmaster.com |

Red Teufel
Blackened Skies THE UNTHINKABLES
40
|
Posted - 2012.02.21 03:46:00 -
[24] - Quote
fleet comp depends on what exactly your after. are you looking to gank or get into a fight? take expensive ships like a latch into your fleet means even if you **** the enemy fleet those t2 losses are going to ruin the isk ratio. i prefer to bring some logistics to keep the t2 ships up and also taking advantage of their higher resists. this is especialy true for a BO battleship gang dropping on a target. |

T0RT0ISE
KRAFTSTOFF GmbH KRAFTSTOFF
13
|
Posted - 2012.02.21 04:48:00 -
[25] - Quote
At a minimum: Something to tackle and then ships to apply DPS.
Cheap is good and if you work cohesively you can surprise people even when flying ships most people would regard as dreadful. While they are laughing at your Moa / Bellicose fleet you can kill their Falcon which cost more than your entire 5-man fleet put together. There are far better ways of winning than trying to keep your ships alive.
If going against larger numbers then consider a logi and/or EWAR... Lachesis is very effective at doing the EWAR and tackle combined and isn't nearly as undignified as using ECM. A single logi in a small gang of 10 odd can allow you to fight groups twice your size if not bigger.
Of course it all depends on the composition of the gangs you might be facing but you if you can consistently control that then I would like to know this magical trick.
Go out and look for target gangs that rival, or at the least equalk yours and not only will you all learn from the experience and get better but you will also build a decent reputation.
If you just want to lol blob and be bad and laugh at 'honour' then you don't really need any advice.
Anyway, this is just another perspective and no doubt someone else will come in and proclaim everything here to be 'doing it wrong' 'fail' or any other stupid brushing statement but really that just shows that there are arrogant targets out there who do not understand how to be flexible. Exactly the type of people that get owned by a seemingly innocuous gang that isn't trying to minimise their own risk and protect their oh so precious K/D ratio. |

Jude Lloyd
Heretic Army Heretic Nation
326
|
Posted - 2012.02.21 07:19:00 -
[26] - Quote
First off, glad to see interest in lowsec small gang pew pew.
A 7-10 man gang for roaming lowsec: - 2 HML Rooks - 2 Scimis - 1 Rapier (Tackle/Scout) - 2-5 Cynabals/Canes
Speedy shield gang, good for kiting, has decent gtfo ability
Heretic Army CEO Host of Frigfry Fridays http://judelloyd.blog.com/ -á |

Jude Lloyd
Heretic Army Heretic Nation
326
|
Posted - 2012.02.21 07:20:00 -
[27] - Quote
Skelee VI wrote:Small gangs are better if fast and agile. But really depends on targets. First of if you are in null or 0.0 you will need an interdictor to bubble at gates. Second you will need tackler/decloakers, either an interceptor or faction frig etc, Then dps and ewar.
Fast gang fleet: 1 x interdictor 1 or 2 tacklers/decloakers 6 x cruisers and below (fast frigs, AF's )
Option 2 for bigger targets 1 x interdictor 1 x tackler 7 bc's , best if all have same range on the ships, canes, drakes good. You can go with all ecm drones or have one ewar ship.
Make sure you have scout ahead of fleet. Best of luck
He specifically asked for lowsec fleets. This is awful advice......  Heretic Army CEO Host of Frigfry Fridays http://judelloyd.blog.com/ -á |

Jude Lloyd
Heretic Army Heretic Nation
326
|
Posted - 2012.02.21 07:22:00 -
[28] - Quote
Jude Lloyd wrote:First off, glad to see interest in lowsec small gang pew pew.
A 7-10 man gang for roaming lowsec: - 2 HML Rooks - 2 Scimis - 1 Rapier (Tackle/Scout) - 2-5 Cynabals/Canes
Speedy shield gang, good for kiting, has decent gtfo ability
Tornadoes, if fitted properly, can also work well in these gangs.
Heretic Army CEO Host of Frigfry Fridays http://judelloyd.blog.com/ -á |

Relaed
Northstar Cabal Fatal Ascension
0
|
Posted - 2012.02.21 15:18:00 -
[29] - Quote
All very good replies here. 50% DPS - BCS, 20% Tackle - Interceptors/Rifters/Interdictor in 0.0, 10% E warfare, 10% logistics - even a drone boat with logi drones is good, 10% scouts/cloaky to find targets.
More important, if you roam a particular space, run prep roams, fast and cloaky if able, take notes on what other teams fight in that space, their normal fleet numbers, ship types. All can be had from killboards / dotlan in a particular area of space.
This can help you much more to know that X is a scout for a typical 20 man gang, that your 10 men need to run from. Or these 5 guys are all in Legions and will rip us apart.
You're gonna lose ships, so be ready before you head out, have a replacement ship ready in your hangar, have 2 or 3. The worst thing you can do is take your gang out, get in one fight, lose, then go home. You have to get back in new ships and try again immediately, or moral will suffer. If you plan on roaming low sec, pick a low sec station to use as a base and put ships there, make it your forward deploying station.
Victory loves Preparation. Prepare!
|

tofucake prime
The Hatchery Team Liquid
45
|
Posted - 2012.02.21 15:25:00 -
[30] - Quote
Jude Lloyd wrote:First off, glad to see interest in lowsec small gang pew pew.
A 7-10 man gang for roaming lowsec: - 2 HML Rooks - 2 Scimis - 1 Rapier (Tackle/Scout) - 2-5 Cynabals/Canes
Speedy shield gang, good for kiting, has decent gtfo ability
Too bad nobody will fight you because you have 2 Rooks.
Also 2 Scimis
Also a Rapier
Don't be a little ***** and fly with more recons and logis than combat ships. Drakes, Canes, Rifters. That's all you need. |

T0RT0ISE
KRAFTSTOFF GmbH KRAFTSTOFF
15
|
Posted - 2012.02.21 19:07:00 -
[31] - Quote
It's a strong fleet composition but probably a bit too much 'force projection' unless you are planning to fight 30 at a minimum. For a group new to PVP that's probably asking a bit much while they find their feet.
Also -9000 style points for ECM obviously :P |

Jude Lloyd
Heretic Army Heretic Nation
328
|
Posted - 2012.02.21 19:55:00 -
[32] - Quote
tofucake prime wrote:Jude Lloyd wrote:First off, glad to see interest in lowsec small gang pew pew.
A 7-10 man gang for roaming lowsec: - 2 HML Rooks - 2 Scimis - 1 Rapier (Tackle/Scout) - 2-5 Cynabals/Canes
Speedy shield gang, good for kiting, has decent gtfo ability
Too bad nobody will fight you because you have 2 Rooks. Also 2 Scimis Also a Rapier Don't be a little ***** and fly with more recons and logis than combat ships. Drakes, Canes, Rifters. That's all you need.
You're an idiot.... A rifter would be useless for a lowsec roaming gang. Learn2Eve. Heretic Army CEO Host of Frigfry Fridays http://judelloyd.blog.com/ -á |

Jude Lloyd
Heretic Army Heretic Nation
328
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Posted - 2012.02.21 19:59:00 -
[33] - Quote
And I think he was asking for a nicely structured gang, which mine is. If you want to run a "undock in anything you want as long as it has dps" gang, then do that. Sure he could run 7-10 canes and that would work. But with my gang, he has the ability to take on the big fleets and survive without much trouble.
Its much more fun to go out in a structured small gang and take on fleets 2x or 3x your size. Heretic Army CEO Host of Frigfry Fridays http://judelloyd.blog.com/ -á |

T0RT0ISE
KRAFTSTOFF GmbH KRAFTSTOFF
15
|
Posted - 2012.02.21 21:55:00 -
[34] - Quote
Jude Lloyd wrote:Its much more fun to go out in a structured small gang and take on fleets 2x or 3x your size.
Agreed. I think this stipulation was missing from your initial suggestion for the reason I put above 
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tofucake prime
The Hatchery Team Liquid
48
|
Posted - 2012.02.22 16:29:00 -
[35] - Quote
Jude Lloyd wrote:tofucake prime wrote:Jude Lloyd wrote:First off, glad to see interest in lowsec small gang pew pew.
A 7-10 man gang for roaming lowsec: - 2 HML Rooks - 2 Scimis - 1 Rapier (Tackle/Scout) - 2-5 Cynabals/Canes
Speedy shield gang, good for kiting, has decent gtfo ability
Too bad nobody will fight you because you have 2 Rooks. Also 2 Scimis Also a Rapier Don't be a little ***** and fly with more recons and logis than combat ships. Drakes, Canes, Rifters. That's all you need. You're an idiot.... A rifter would be useless for a lowsec roaming gang. Learn2Eve. You're an idiot if you think that. TL has used Rifters to great effect in lowsec roaming gangs. Learn2KnowOtherPeopleMightKnowThingsYouDon't.
Don't be an ass and assume that just because you can't do it doesn't mean someone else can't. |

Alaric Faelen
Black Rebel Rifter Club
69
|
Posted - 2012.02.22 16:51:00 -
[36] - Quote
As others said, it's completely up to the goal of the operation. A balanced fleet has a flagship (usually large and prolly a DPS ship), a core of DPS boats, a fewer number of scout/tacklers, logistical support (both logi ships for repair as well as bringing extra ammo for the fleet), and EW support. The size and expense of the ships varies but the roles themselves can all be represented at any level.
More fun are 'theme' fleets with 7-10 folks. Bubble camps in a bunch of Stealth Bombers springs to mind. That's a lot of SB's for a single bubble so you can be confident in being able to hammer most targets that land in the bubble, or you can split up into a couple bubbles with that many SB's.
While I hated BC blobs in null sec, my favorite thing to do in Eve is just blob in a pack of frigates and roam low sec. Like a pack of mangy dogs we'll end up dueling each other if we run out of targets. With a roam route that stays near home, losing ships only puts a dent in our fleets long enough for us to run back and grab another boat.
It's more like organized vagrancy than a military operation............
We also do fleet ops with specific hulls just to mix up what we're flying. What happens when you mix whiskey, voice comms, and 20 Thorax's in a fleet??? Pure comedy gold, usually.
Edit- Rifters are 'useless' in low sec roaming gangs??? News to me. The guys in my corp will all be heartbroken when I inform them.  |
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