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fencer35
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Posted - 2008.06.12 10:59:00 -
[1]
Heres the scenario. I'm in low sec checking out some potential asteriod belts, when all of sudden up from nowhere appears a frigate who warp scrambles me then attacks me and blows my pod too!!
What can be fitted to counteract the warp scrambler???so I can run away.
Thanks |

Durzel
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Posted - 2008.06.12 11:07:00 -
[2]
Warp Core Stabilizer(s)
Though it should be noted that WCS cripple your locking range which is exactly what you'll need when you're ratting. You're better off just keeping yourself aligned to a safespot, gate or whatever, keeping an eye on local and warping out the moment anything appears on your overview (re-order it so closer objects are at the top) |

Tzar'rim
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Posted - 2008.06.12 11:10:00 -
[3]
Edited by: Tzar''rim on 12/06/2008 11:10:52 The direct answer would be to fit warp core stabilisers, a long range scrambler has 1 scramble point, a short range one 2. So you really want to fit 2 WCS to be on the safe side.
The thing is ofcourse that by the time that you really need the WCS you already made a few mistakes. "All of a sudden" only happens if you're not paying attention. if you watch local, check your scanner every few seconds and, in general, are paranoid to the bone then then people won't attack you "all of a sudden".
Even less if you have your escape strategy worked out and ready to implement BEFORE you run into trouble. WCS is your last line of defense, not your main way of staying alive. Apart from that, WCS seriously gimp your setup.
rely on brains, not on modules. |

Toshiro GreyHawk
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Posted - 2008.06.12 11:26:00 -
[4]
Edited by: Toshiro GreyHawk on 12/06/2008 11:27:56 You can carry Warp Core Stabilizers and/or ECM.
Each Warp Core Stabilizer carries 1 point of protection. If you have two points of WCS protection they have to have 3 points of scrambler.
WCS's come with a downside though in that they mess up your ability to target things yourself. Thus, they are typically used by non-combatant vessels who simply want to run away.
There are two types of scramblers. There are the long range ones (properly called Disruptors) and the short range ones (Scramblers). The long range ones have 1 point, the short range ones 2.
Both Scramblers and Stabilizers go in low slots, so the limit a particular ship has as to how much scrambling or stabilizing it can do depends on how many low slots it's got.
ECM works by jamming the guy so he loses lock on you. If he can't lock you he can't target you with his scramblers.
You have to have the type of ECM that the enemy is using on you. Different faction's ships use different types of target sensors. There's Gravimetric, Radar, Ladar and Magnetometric. There are multi spectral jammers but as with all the other multi application devices in EVE they are less effective than the dedicated ones.
A more detailed explanation is under the Electronic Warfare Guide.
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Vertex Eisenstein
The Dead Parrot Shoppe Inc.
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Posted - 2008.06.12 12:14:00 -
[5]
Edited by: Vertex Eisenstein on 12/06/2008 12:15:34 Theres a few options.
The best way of avoiding being scrammed is to never let the enemy come within range of you. As soon as you enter a lowsec system you can be checking the local channel for likely pirates. If the system is full of people with a low sec rating then dont hang out in the belts!
If you are in a belt though, you can use your scanner to identify if any ships are coming close to your position. Set the scanner to use your overview settings and set your overview to your combat settings. Set the angle to 360 and the distance to 1AU (150,000,000Km, although you may want to vary this distance depending where in a system you are - in a position far from other celestials you can use a larger distance, less in crowded space). Now when you are in the belts you can keep hitting the scanner button repeatedly and see all ships in space inside that sphere with you at its centre. If you see a combat ship suddenly appear on scan then it may well be heading to you. You will get a few seconds extra warning and should have enough time to warp out.
The time it takes for you to warp out will be reduced to zero if you are "aligned". This means that you double click in space very close to a distant object (gate, planet, station etc.) so that you move towards that object. If you are moving at more than 75% of your maximum speed you will enter warp as soon as you give the command, no matter how slow your ship is.
Your choice of ship is important too. In your scenario you are just surveying the belts. There is no need to use an expensive large and slow ship to do this. Don't risk more than it takes to get the job done. For this job I would use a cheap frigate fitted with speed mods. That way you can warp about faster to cover more ground, you should be able to orbit rats fast enough so they cant hit you well, or flee if they do too much damage, and you may be able to fly out of scram range if you are attacked. Even if you do lose your ship it only cost a couple of mil, so who cares?
As far as fitting goes, there are a few strategies: The most obvious is to be able to run away. To do this you must be either fitted with warp core stabs or be faster than the ship scramming you. With stabs you wont be able to fight as your tank will be gimped to fit the things and your lock times will be glacial. If you are just surveying belts you dont need to fight though so they may be a valid choice. Be aware though that using stabs is viewed as tantamount to cheating by some (irational) people.
If you fit speed mods such as a MWD, overdrive injectors and nanofibers on your frigate, then maybe you will be faster than the person attacking. It is of course possible that the player attacking you is in an officer fit rigged interceptor with a head full of snake implants. You would have no chance of escaping scram range then, but lets assume you got lucky and you are faster than them. If you are aligned you should be gone before they can lock you, but if they do scram you, then point your ship at a celestial object and light off the MWD. They will follow to attempt to keep you in range. Click on the celestial object you are aligned to and keep spamming the "warp to" button on your overview as the range to your attacker increases. As soon as you are out of scram range you will warp.
At this point I should mention something VERY IMPORTANT! There was no need for you to have lost your pod when you were attacked. The only times you should lose a pod are in very laggy situations (ie. large fleet battles) or when you are caught inside a warp disrupt bubble, which are only found in 0.0 space. When you get scrammed firstly, DONT PANIC! Stay calm and attempt to use the countermeasures available to you. If it becomes clear that you cant escape and are going to lose your ship, then align to a celestial object and move towards it at max speed. When your ship goes pop it vanishes off his overview and he must relock your pod
Continued below.... |

Vertex Eisenstein
The Dead Parrot Shoppe Inc.
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Posted - 2008.06.12 12:15:00 -
[6]
Reserved |

fencer35
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Posted - 2008.06.12 16:00:00 -
[7]
Thanks everyone for the detailed info. Reason why i got destroyed in my pod was a small bit of lag from when ship was destroyed & then the time i took looking for somewhere to escape to.
Also how do i set my scanner setting to my overview? (cant seem to work that 1 out )
Thanks again!!!
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Bleeshtar
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Posted - 2008.06.12 16:04:00 -
[8]
Edited by: Bleeshtar on 12/06/2008 16:05:11
Originally by: fencer35 & then the time i took looking for somewhere to escape to.
Good rule of survival... always have a prepared escape route.
Failing that right click open space find an object, any object and warp to it.
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Jamier Legov
Tribal Liberation Force
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Posted - 2008.06.12 17:06:00 -
[9]
To help reduce lag, it's good to change your settings on your wallet, so your wallet doesn't blink when you lose your ship. Also change your settings for your mail, so you don't get a mail when your ship is destroyed.
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Bleeshtar
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Posted - 2008.06.12 17:10:00 -
[10]
Originally by: Jamier Legov To help reduce lag, it's good to change your settings on your wallet, so your wallet doesn't blink when you lose your ship. Also change your settings for your mail, so you don't get a mail when your ship is destroyed.
Hrm... cool Ill have to look into that.
Does it also stop the blink when you pass through gates? I find that a tad confusing.
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Vertex Eisenstein
The Dead Parrot Shoppe Inc.
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Posted - 2008.06.12 18:27:00 -
[11]
to set your scanner to your overview there is a checkbox in the scanner window that says "use overview settings". Just check that.
Turning off wallet and mail blink is very important and should stop it blinking in all circumstances. Forgot about that one.
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Shanur
Republic Military School
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Posted - 2008.06.13 14:54:00 -
[12]
A basic survival trick to use when you know you will lose your ship is to click on any object in your overview that is at a warpable distance and hover the mouse over the Warp to button (can't use it yet because you will most likely be scrambled). Then AS SOON as you see the session change indicator (the progress bar) start spamming that button like nothing else in the world matters! Unless your computer is really not up to snuff, this should get the registering click in before your pod is locked and scrambled.
Of course this tactic only works in situations where warp disruption bubbles don't come into play. As such it's mainly a low sec/war escape tactic. If you get shot while inside a bubble you can't save the pod either.
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Shanur
Republic Military School
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Posted - 2008.06.13 15:07:00 -
[13]
Originally by: Tzar'rim The thing is ofcourse that by the time that you really need the WCS you already made a few mistakes. "All of a sudden" only happens if you're not paying attention.
...
rely on brains, not on modules.
The above post is pretty much the best summary of how PvP combat in EVE REALLY is fought. The skill is applied in the outfitting, the finding and assessing of targets and threaths, the avoidance of the threaths and the 'all of a sudden' appearing on overview of the targets. By teh time a skilled pew pewer appears on local, the outcome is typically decided and the actual exchange of fire is about as unpredictable as the end game in chess. It's the maneuvering into that end game that decides the battle. Applying skills in the battle itself typically only has a minor effect as most of the outcome is decided trough math and the use of tried and true engagement patterns by that time.
Either you fit out a ship to have the best chance to kill other players, or you fit a ship out to have the greatest advantage against totally predictable but numerous and hard hitting NPC rats, or you fit a ship out to harvest resources from the environment. If you picked the first option you are the predator. If you picked another option you are the prey. If you are prey, you make sure no predator comes near you. That means you don't jetcan mine nless you are absolutely sure the can won't be used against you (which in low sec includes it being left alone with a nasty surprise waiting cloaked near it in the hopes of you trying to retrieve it) and you leave the belt the moment you suspect someone might try to attack you. When you are not sure, assume everyone in the system you do not know is trying to attack you.
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Joe Starbreaker
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Posted - 2008.06.13 16:35:00 -
[14]
1. don't get caught by pirates 2. if pirates warp in, warp away 3. if pirates warp in, cloak 4. use remote sensor dampeners to delay the pirates' lock, buying you time to warp away 5. if scrambled, use speed to get out of the enemy's scramble range, then warp away 6. if webbed, use energy neutralizers to kill the pirate's webber and scrambler so you can warp away 7. use ECM to break the pirate's lock 8. if all else fails, target, web, scramble, launch drones, F1-F8, kill them all
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Bleeshtar
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Posted - 2008.06.13 16:52:00 -
[15]
Originally by: Joe Starbreaker 1. don't get caught by pirates 2. if pirates warp in, warp away 3. if pirates warp in, cloak 4. use remote sensor dampeners to delay the pirates' lock, buying you time to warp away 5. if scrambled, use speed to get out of the enemy's scramble range, then warp away 6. if webbed, use energy neutralizers to kill the pirate's webber and scrambler so you can warp away 7. use ECM to break the pirate's lock 8. if all else fails, target, web, scramble, launch drones, F1-F8, kill them all
Thats quite an interesting fit you have there. Supprised you have any grid left for the guns.
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Rylech
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Posted - 2008.06.13 16:57:00 -
[16]
In case someone didn't mention it, the update has a convenient align feature--use it to set up get aways. |
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