
Gartel Reiman
Civis Romanus Sum
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Posted - 2009.01.15 13:30:00 -
[1]
Originally by: Blonde Shopper cloak cannot be used too close to a station, so you're gonna have to warp off fast, faster than they can target a big flying box with huge signature... For stations, it's a bit more complex, the ECM might be your only hope...
You cannot dock if you are considered within 2km of an object (including a station). A lot of stations, the Caldari ones in particular, have a massive docking radius. In other words, when you undock, you can fly for 20km or so and still be "0m" from the station. On the one hand this can be considered a disadvantage because you cannot cloak - but on the other hand it's great, since you are always within range to redock.
Best approach here is to undock, then hit Ctrl-Space when you get the black screen to stop your ship from moving. Take advantage of the 30 seconds invulnerability you get when undocking to check out the situation. Stopping your ship is important so you stay as close to the station as possible. This way, if someone attacks you when your 30 seconds is up, you will no longer have a session change timer and can just dock immediately. It's important to sit still and wait out the session change for this reason.
If there's no ships, you can just warp straight away. If there are ships, then wait out the 30 seconds (having the session change timer showing in the top left really helps for this), then try to warp to the gate. If you get warp scrambled, just dock up and try again. The pirate will probably either be forced off by the gate guns, or will give up after a few times of trying shows him that he simply cannot catch you.
Two things to watch out for here are stations that kick you out of docking range (some Gallente ones like to do this, e.g. the style in Auvergne), and ships that can do lots of damage to you in one volley. If you only take shield damage, this will be instantly repaired when you dock. If you take armour damage it will give the pirate encouragement to keep trying, and of course if you get popped completely in one volley it won't matter that you could have redocked. Hence increasing EHP, particularly shield EHP is recommended - see below.
Originally by: Umbrig My Bestower was ganked in high sec recently but I managed to escape before I lost the ship so a repper does come in handy...
Actually in these situations a repper usually does very little. CONCORD will come to punish the offenders very quickly, so you only have somewhere in the region of say 10-15 seconds to survive until the cavalry gets there and you are safe. In this time, you can get off very few cycles of the reps, which are better suited to taking moderate firepower over a sustained period.
Modules that increase your hitpoints would be better - if you only need to survive for 10 seconds, then something that gives you 1000 extra HP is better than something that repairs 200 HP every 5 seconds for example. Since the lowslots of industrial ships are usually full of cargo expanders (in high-sec, at leat) the natural choice is (medium) shield extenders. If you run out of powergrid to fit more extenders and still have some midslots left, look at shield resistance modules as these will incresae your effective hitpoints (higher resists mean the attacker(s) have to do more raw damage to get through them). |