Semkhet
The Priory
|
Posted - 2008.11.14 18:41:00 -
[1]
Originally by: Aysia If bubble is slightly off gate wont they ships fall inside of that anyway?
The gate changes affect things in a completely different manner according to the framework: 0.0 or low-sec.
In 0.0, unless CCP has changed the way mobile warp disruptors work, you should be able to place them almost 100 Km BEFORE or AFTER the gate, and they will suck the incoming ship provided the bubble is perfectly aligned with the gate the target warped from.
Bubbles placed AFTER the gate have my preference since there's only one plausible direction your target will attempt to escape while some pilots get really disoriented not understanding what happened to them, and specially more so now that nanos are dead.
It is sad that so many so-called PvP'ers only consider trying to catch opponents while staying glued at a gate in order to jump through and GTFO at the first shadow of a problem. I always had to laugh vs all the peeps complaining against nanos under the pretext that they could engage and disengage at will. What do RR BS gangs ? What do ECM boats ? What do snipers ? Etc...
So in 0.0, just forget about sticking like poo on a gate. Choose systems with few gates, and camp both sides of the most frequented vector. With the speed changes, it's not like a blob jumping in at your gate will manage to cover 80 Km to reach your gang at the bubble before you warp out. The worst that can happen is to loose the bubble. Besides, the sucking area of a bubble has nothing to do with the disruption radius, so you can as well use small ones and compliment them with a HIC. Ditto if a blob jumps in from the other gate and warps to yours. Your other friendly gang has all the time to inform you about the composition of what's coming in, and they either warp to your bubble to join forces or you abandon your cheap small T1 bubble and GTFO.
IMHO, it's a more interesting camping method than typical gate huggin since every pilot with a brain can use BM's or intermediate warp points to avoid getting caught because he can jump in a system without being automatically popped at that stage.
In low sec, it's another matter entirely, you must both point the target and tank the sentries. Since some of the new gate sizes prevent any meaningful disruption coverage using a single ship, the only solution is to spread ships able to point and withstand fire, while being able to fight with equal effectiveness around the gate no matter the distance where the target appears and the type of opponent. The only ship ideally fulfilling the requisites is the Dominix which can be passive tanked up to 150K EHP, triple sensor boosted, fitting 2 drone mods for extended range, 4 hvy neuts to leave the target without cap and fielding a ton of various drones able to cope with different resists and ship sizes. Like that you don't need to even move the ships. All you need is to point the target with at least one Domi. Besides, sentries damage is function of the number of ships in your gang due to sentries cycling. Alternatively a fast ship to bump your target until the closest Domi gets a lock could come handy. But nevertheless, a triple-SBII-scan script boosted Domi has a scan res of 400mm, which is better than HAC's.
|