Showing posts with label GUIDE. Show all posts
Showing posts with label GUIDE. Show all posts
Sunday, November 20, 2011
Gang Tactics: Part Four - Track & Kill
Gang Tactics is a new on-going series in which we explore the fine art of death dealing in small gang warfare. This series is not intended as a technical exploration, but as a guide to the fundamental basics involved in small gang warfare in New Eden. And hopefully, one that is enjoyable and educational.
Part One: The Basics
Part Two: DPS
Part Three: Travel
This series is intended to encourage pilots to fly in small gangs, to remove the mystery from combat in Eve and help the new, experienced and veteran pilots better understand the fundamentals involved in organizing, traveling and fighting in a small gang. As such, I have strived to remove all of the usual technospeak from the series. For example, instead of calling certain ships "Force Multipliers" I called them "Tippers". Because they tip the scale of most fights. In my experience, this makes it much easier to learn and understand the concepts involved. If you are looking for more detailed, technospeak articles, the internet is full of them. This series is not one of those.
So we've covered the basics of forming your small gang, getting the proper mix of DPS and getting out of your system to find targets. We even covered a simple ratting ship take-down and the tactics you need to successfully kill your target. As I mentioned in the last post however, you will rarely encounter a solo ratter at a belt. Typically your potential targets are going to be a tad harder to find. So this post is going to be focused on finding those targets and successfully putting them in their pods.
Potential targets tend to be in the following areas: Docked, in a POS, on station, at a Celestial, in warp, in an Anomaly or in a Mission, or at a Gate. So let's take these one at a time and see how we can not only find them, but more importantly, what ships we might need to add to the mix in order to do so successfully. For each of these examples we'll assume a single target in a "clean" system, just to avoid exponential complications.
Docked: So this person is in local but is docked up in station. You could just move along to the next system, but let's pretend you are real killers and want to destroy him. There are actually some tactics that you can try to tease the docker out into space. If you are following the previous discussed tactics in previous chapters you only have one person in local. Assuming your scout doesn't have GCC ( if you are in low-sec and your scout does have GCC, simply have him leave local and send someone in who doesn't. If you happen to be in Null, well then, it doesn't matter. ) If there are multiple stations in local, have your scout dock and undock to find the station our ship spinner is in. Once you find him, stay docked for a couple of minutes. Open the Guests tab and watch, you'd be surprised how often the ship spinner will undock once he sees someone else in station with him. Spend those minutes looking at his info and use what you learn to help determine if this guy is worth the effort. If he happens to be a killer pilot you can sometimes use his own ego against him, remember he has no idea what you are flying or that you have other ships waiting in the next system. Don't waste a lot of time here, he could just as easily be AFK.
The last ditch effort is leave system, wait a few minutes, then have your mates jump in and see if he is on D-Scan. Sometimes they'll undock once system local is clear and you can catch him in-between your gang.
In a POS: This one is more tricky. Usually I don't bother with POS babies much, since the POS could be defended with nasty stuffs like guns, or ECM, or something. Especially in Low-Sec, POSes are typically carebear safe houses, so the odds of tricking them out are almost nill. Your D-Scan will tell you the status of the POS, what defenses it might have, etc. If you decide to make a try, send your tasty bait ship ( which depends on what ship they have, send the ship that the enemy would consider an easy target.) If the POS has guns and you don't have a ship that can take punishment, then don't bother. The idea isn't to fight on the POS, the idea is to draw the enemy out and have him follow you somewhere safe. Remember, unlike an enemy in a station, his d-scanner still works. Show him a tasty kill and see if he takes the bait.
On a Station: Now the enemy is in space. But they are on station. This one simple situation deserves an entire post all its own, but I'll try to summarize the tactics involved here. Some things to keep in mind if you are in Low-Sec. Station guns hit out to 150. Station guns hurt, especially small ships. If the enemy is positive or neutral standing, then attacking him on station will result in you getting GCC and the station will shoot you. If the enemy is negative standing, then you can shoot at will. In Null these rules do not apply and anyone is fair game on station.
First example: he is in a Drake on the undock and he is negative standing. Your scout should stay off the station, since he will be mostly useless in this fight, but can stand by the catch the Drake if he decides to warp off. Have one ship jump in and warp to station at Drake range, which is usually about 70-80, so warp in at about 50. When you land align out to a celestial, something close and easy to see. ( When align-baiting never pick a celestial in a cluster, since it will be hard for the target to see exactly where you went. Always try to pick one that sits alone in the sky.) Start shooting the target. He will either dock, shoot back or warp off. If he docks he was gonna do that no matter what you did. If he warps off watch where he goes and send your scout there to catch him. If he starts shooting you don't panic yet, there are still two options in this scenario. He is sitting still shooting you or he is coming towards you and shooting you. Stay aligned! If he is sitting still, have your mates jump in and warp to station at zero and engage. They need to kill him fast if he stops aggro, which he probably will once local jumps. You can warp off and return to help. If he is chasing you, so much the better. Wait until he gets a bit further from the station and then have your mates jump in and warp to station at the enemies range. Don't forget to get points, especially Webs if you have them, since he can still warp away. Webs will cut his speed down and keep him from returning to station.
Second example: he is in a Drake but he has positive standings. Since you do not have Logistics in your small gang this scenario is much like the first one, except you do not want to fight at the station. You still warp in the same as above, align out to an easy celestial (You can have your Scout do this) and then warp off. The idea is to get him to follow the easy kill, point him, and then have everyone jump in to kill him.
There are an infinite variety of scenarios involved in fighting on station, but what I've just given you is the fundamental ingredients involved in all of those scenarios. If you understand the basics involved, you can address any and all scenarios you will face using those basic principals. No matter how many ships are involved.
Celestials: We already covered this in the last post and the tactics are the same with a ship in a belt, planet, custom office, etc.
In Warp: If you enemy is already in Warp, or warped away from you, finding him involves watching where he went and using your d-scan tactics to find him. If he warped to any of the above locations, then simply use those tactics to engage him. If he warped to a Gate you should also. As the Scout you should jump ahead of him if you can ( to determine who might be in local over there, but also the get point on him when he jumps) and have your mates jump in and also warp to the gate.
Anomalies and Missions: Both of these are easier if you have a Prober along with your gang, either in the main gang or as an alt of someone. If you do not have a Prober along Missions are going to be off-limits to you, there really is no other way to find a Missioner imbedded in a Mission. However, anomalies are a different story. You can find someone running an Anomaly without a Prober and here is how.
In addition to your directional scanner, you also have a System Scanner. The system scanner takes about 25 seconds to scan the system and show you the various anomalies in the system. Your target is at one of these, but which one? It is tricky and time consuming, but it can be done. Wrecks are the key, wrecks and drones. Your d-scanner will pull this information for you. I find the quickest way is the following, double-click the anomaly and wait until your ship aligns, then stop its warp. Now your ship is pointed in the direction of that anomaly, now run the d-scan at maximum and see if any wrecks or drones appear. Continue doing this until you get a hit on wrecks, drones or the enemy ship. There is also the option of simply warping to each one, or guessing and warping, or having your mates jump in and everyone picks one to warp to. ( We used to call that a Belt Blitz in Null, when you have as many ships as belts, everyone jumps in and warps to a different belt.)
If you do have a Prober along, then use him. He is also the only real way to find enemy ships hiding in a safe spot.
At a Gate: Gate tactics are so complicated they really do deserve their own post. So the next post in this series will be focused on fighting and killing on Gates in both low and null sec space. Once we've covered the basics of gate fighting we'll start teaching tactics for fighting other small gangs and eventually larger enemy fleets.
Eve is a complex and ever changing universe and the advice and information given here is intended as an overview to small gang tactics in that universe. I encourage you to seek out more detailed information, advice and strategy from your fellow Corp and Alliance mates, on the forums, or from other Bloggers. Feel free to ask me specific questions in the comments and I will do my best to answer them or point you in the right direction.
Tuesday, November 15, 2011
Gang Tactics: Part Three - Travel
Gang Tactics is a new on-going series in which we explore the fine art of death dealing in small gang warfare. This series is not intended as a technical exploration, but as more of a guide to the fundamental basics involved in small gang warfare in New Eden. And hopefully, one that is enjoyable and educational.
Now that we've covered the basics of small gang formation and the various types of damage your small gang should be doing, it is time to head out of your home system and find some good fights. Which is the whole purpose of getting your friends together in space in the first place.
For the sake of the post let us give you some ships. You have a Taranis, 2 Hurricanes, a Drake, and that other ship that always shows up. ( It doesn't matter what it is, someone always brings it. For the sake of argument let's call it a Caracal.) This is a good small gang, five ships ready to rumble. You have the bases covered, tackle with the Ranis ( not the fastest tackle, but a strong choice for survivability ), solid DPS with 2 Arty fit Canes and the Drake. Even the Caracal doesn't break our formation rules, since he'll be firing from the same range bubble as the other three. The Caracal also helps us get good fights. Cause it is excellent bait.
In this set-up we don't have a typical tipping ship, a Falcon, or Curse, or something else that will tip the battle in our favor. Which is ok, with the Drake along, it will fill that role for us. Remember, the tipping ship doesn't always have to be the usual, usual. In fact, this set-up will get you more good fights than bringing along a Falcon or Curse will anyway. If you happen to be in Null space a good tipping ship is the Sabre, for example.
Speaking of Null space for a moment. In this series so far I've been talking about space as a generic all-encompassing entity. I'm going to continue doing that for awhile. While we are learning the basics, the type of space is less important than how you think.
So basic gang protocol. Send your Ranis pilot ahead of the main gang. Tackle is also going to serve as Scout until contact with potential targets is obtained. Your gang will be traveling in three pieces from system to system. The first piece is the Scout/Tackle, who will be staying one jump ahead of you. The second piece is the DPS, the Canes/Drake, which will travel together. The last piece is the Caracal, which you will have one (ish) jump behind you as a following Scout. Why? If you do get into a fight, the Caracal should be the last ship on the field. So, in the meantime, he should be watching your flank. Enemies come from behind just as often as they come from in front. And if someone is following you, it would be nice to know about it.
Each pilot in this small gang needs to understand their role and what is expected of them. The Scout will be reporting conditions in the system he jumps into, based on that information the DPS will be deciding the course of action they will be following. Small gang movement is a constantly evolving and fluid organism, the smarter each piece is, the more likely you will achieve Op Success. And bring everyone home alive.
The Ranis pilot reports one potential target in system. The D-Scan reveals nothing from the Gate and the Scout warps off to a point further towards the center of the system. In warp he detects a Cane. At this point we can assume several things, the Cane is in a belt ratting, the Cane is on a Station, the Cane is running a Plex/Mission, or the Cane is in a POS. But he is alone in system, so potentially he could also be bait. A good Scout would already have linked the pilot's name in fleet chat. Why? The targets Show Info can tell you a lot about him, how old is he? What Corp/Alliance does he belong to? Is he negative or positive standing? Is he in a NPC Corp? All of these factors add up to Intelligence about your enemy, and even while your Scout is still in warp, you are learning things about him.
This guy is about seven month old and in a three person Corp. He is also, believe it or not, actually ratting in a belt. Your DPS is at zero on the other side of the Gate, you already told your Caracal pilot to get on the Gate. The Ranis is now Tackle and already in warp to the belt. Sure enough, he lands, gets point and starts holding. The DPS jumps and warps to the Tackle at their point range. The Ranis pilot is already screaming about entering structure when the boys land and start hammering the Cane. The Ranis warps off if he can. The Caracal pilot notices that local has spiked by two. As the enemy Cane explodes, a Tempest and a Curse land amid your gang...
Eve is cool huh? You might think the arrival of his buddies is bad news, but it isn't. In that case you'd still win the fight. You might lose one of the Canes and maybe the Caracal, but you could take the Tempest and the Curse. How? Well you are smart remember? The poor Cane ratting alone was dead the moment the Ranis got point on him, as a smart FC you knew this. So while you were killing him you already had your gang aligning to the Sun. Smart man. So now your options are run away or stand and fight. The Curse/Pest won't get point fast enough, so you could run. But you shouldn't because the enemy made a huge mistake that plays right into your hands. They landed right on top of you when they warped in to save their buddy. Already the Pest is at a disadvantage, because he is well inside his damage bubble with those big guns. The Curse is tough, but fortunately you have three non-Amarr DPS ships with you. Get points on both ships, primary the Curse and then torture the poor Pest until he explodes. If the Ranis can come back, have him focus on killing their drones. (If he was smart and has a Web fitted.)
That is probably the most straight-forward scenario of small gang fighting that you could ask for in Eve. It is always pretty rare. Things are rarely that simple. There are usually multiple people around, ships behind you, ships coming and going, and the Cane was more than likely a Tengu running a mission. And you didn't bring a Prober, did you?
In the next post we will learn more about getting good fights, baiting, probing, and staying away from blobs. We'll also start adding more complications, and eventually get to the point where our small gang can kill enemy fleets that actually out-number ours. Cool huh?
Any questions, feel free to ask in the comments.
Thursday, November 10, 2011
Gang Tactics: Part One - The Basics
Gang Tactics is a new on-going series in which we explore the fine art of death dealing in small gang warfare. This series is not intended as a technical exploration, but as more of a guide to the fundamental basics involved in small gang warfare in New Eden. And hopefully, one that is enjoyable and educational.
Small Gang warfare is, in my humble opinion, one of the most enjoyable aspects of playing Eve. Hanging out with your Corp mates, friends, and blowing up enemy ships. It can be very rewarding no matter your skill points or experience level. New players and veterans alike can quickly form up to go on a roam, form a defense, or plunge into the unknown.
So let's start with the basics. What I like to call Catch, Hold and Destroy. This is the basic fundamental tenant of any small gang and you only need three ships to get started. For lesson one we'll start with just these three ships. The great thing about small gang tactics is the expandability of each lesson, once you master the fundamentals, adding more ships becomes easier and easier.
Catch: What good is the hunt unless you can catch your prey? This role is easily filled by a Frigate or Interceptor. The perfect catch ship for your small three man gang depends on where you are, in low sec, null sec or wherever. But there are basic considerations that should be addressed and those mostly concern speed - both in velocity and in locking. A good catch ship has velocity on its side - it is very fast. But it also needs to be able to lock the enemy quickly before he can escape. Two points in the mids are preferred, a long point disruptor to catch the enemy from a distance, and either a Scram or Web to hold him down once you get closer.
Rifters, Crows, Taranis, Ares, Lachesis, Arazu - there are many, many ships that can fill this role depending on your own skill level and where you are in space.
Hold: Once the enemy is caught, living thru the fight is critical. If you catch him and then explode, this does no one any good. You might think it odd that this is a separate category, once the enemy is caught shouldn't we skip right to Destroy? That is asking a lot from your Catch ship isn't it? The role of the Heavy Tackler is something we'll discuss later on, but for now expecting your Catch ship to survive past the tackle is asking for it to achieve more than its role allows.
This is a role that needs to be considered. What is the next ship to arrive on the scene? Typically this role is filled by Cruisers/Battlecruisers. For example the Thrasher or the Rupture is a good ship for this role. They can deal damage from a tank that should be able to survive long enough to see the enemy explode. The Drake or Hurricane also fill this role exceptionally well for the more advanced pilot.
Destroy: The Destroy role can be filled by the Hold ships, you could have a Catch ship and two Canes for example. But it would be wrong to not consider the Destroy ship its own category, because "destroy" can take on many different meanings. For example, the role of the Destroy ship could be filled by a Falcon or Curse. In that example the destroy ship arrives on the scene last and is the tipping point of the battle. Let's say your Catch ship has tackled a Dominix in a belt. He is holding him down, but his cap is drained and he won't last long. The Cane arrives and starts delivering the DPS, but not fast enough against the tank of the Domi. The Catch ship warps off and now it is the Cane Vs. Domi. The Cane, if he can stay out of neut range and destroy the Domi's drones, might eventually win. But he might not. This is when the Destroy ship arrives. Certainly another Drake or Cane would help tip the balance, but the arrival of a Falcon or Curse (or other role player) would do the job as well.
The CHD is a thought-process that helps you determine the basic make-up of your Small Gang. If you have three Canes available, applying CHD would make you think that at least one of those Canes should probably have a Sensor Booster in his mids, for faster locking speed. It might also make you canvas your pilots regarding the types of points they have, to make sure you have the bases covered. At the very least the SeBo Cane should have a long point.
So it isn't always about the types of ships, but more about the roles each of those ships will be playing in your three man gang. This is the basic underlying logic behind ALL gangs and fleets in New Eden. From three to three-hundred, once you start thinking CHD the rest becomes only a matter of scalability.
So, now that we've mastered the basics, let's add one more ship:
Hunt: While you are forming up another Corp mate logs on and wants to join your gang. You already have your CHD bases covered, you have a Taranis, an Arty Nano Cane and a young player in a Blaster Harpy. So what role do you still need to fill? You need a Hunter. Now the Hunter/Scout role is one that can be filled by a lot of different ships and depends on the skill level of the individual pilot. It could be as basic as yet another Frigate or as complex as a cloaking T3 Cruiser. The perfect Hunter for your small gang would be a cloaking ship with Probes. But beggars can't be choosers and your Corp mate can't fly T3 yet, but he does have a Buzzard. And he'd like to learn to Probe better. How better to learn than on the field of battle?
Now we're talking. Our small gang is starting to be pretty awesome. With just FOUR ships your gang can take on just about anything New Eden has to offer, by being smart and picking your targets carefully, you should be able to kill just about any one or two man gangs you happen upon. And brawl with anything your own size. No matter your skill level.
So good three man or four man gang set-ups:
1x Frigate (long point, scram or web, maybe Sensor Boosted or Nano fit for speed)
1x Cruiser (DPS but good solid tank)
1x Cruiser 2 (DPS, with surprise - like a sensor damper, or ECM, or EC Drones, etc.)
+ Tipper = Electronic Frigate, Neut fitted Cruiser, Falcon, Curse, Blaster Thorax, anything that can specifically fill a role that tips the battle to your favor.
For more experienced pilots a good fleet comp could be:
1x Interceptor (Fast speed and lock, long point or Scram depending on how fast)
1x Battlecruiser (DPS and tank)
1x Falcon
(This is a nasty three man gang set-up. Make sure your BC is nano fit or at the very least is carrying EC Drones. In case he gets caught the Falcon is his escape clause.)
The role of the Falcon can be played by many ships, including an additional BC class or even Cruiser. The Falcon choice right now is the obvious one, but choosing something that isn't obvious (or a Falcon!) will probably get you more good fights.
Next time we'll cover small gang DPS, making the most of various types of DPS delivery in a small gang setting.
Fly safe.
Part Two: DPS
Part Three: Travel
Part Four: Track & Kill
Wednesday, November 9, 2011
Idiot's Guide: Being On Gate
There are a tremendous amount of really great, detailed, technical guides available about Eve Online... this isn't one of them. This is another installment of the famous Idiot's Guide series that is specifically written for those that just want to know how to do stuff in Eve. Without all the detailed, technical stuff. This is what works. I don't always know why it works and I'm ok with that.
Let's face it, no matter who you are in-game, you are going to spend a lot of time on Gates. Either running, holding, waiting, dreading, anticipatin', or otherwise wondering what horrible blob is on the other side. So basic understanding of gates might be nice.
So let's take a quick tour of some of the basic things you might be doing on a Gate, with the primary focus being on:
Tackling something with the intent to explode them dead.
No matter how many of you there are on the Gate, there is only one of you in your ship. Your job is to tackle the incoming gate fire thingie, get point, and hold it, kill it, or otherwise stop it from escaping.
The first thing to remember is that those idiot's in your gang that are orbiting the gate are idiots. Orbiting the gate is the first sign that the people doing so have no idea what they are doing, they've never been to zero space and have certainly never successfully tackled anything on a Gate before. There is only ONE situation when orbiting the Gate makes any sense (and even that is a bit of a stretch in my opinion) and that is when you know a cloaky ship is jumping into you. In that case, every one orbits at different ranges, drones out and hopes the enemy just happens to land near someone.
So why is orbiting bad? It isn't that it is bad per se, it just doesn't make sense. There is this huge thing called a Gate. The enemy jumping into you is going to land randomly about 12k from that Gate. So yes, there is a slight chance you will be on the right side of the Gate when that happens, but it is also just as likely you'll be going in the wrong direction! More likely he'll land on the OTHER SIDE of the Gate or at an angle that puts the Gate between you and him. You'll never catch anything.
If you have at least two tacklers in your gang one of you is above the Gate and one of you is below the Gate, each about 10k off. Sitting still. When the gate fire comes turn on your prop mod. There is an honest argument about what to do next, there are two ways of doing this and I have my own method. I have an overview setting that only shows bad guys and nothing else, so when that ship appears on that overview I immediately double click it. This has the effect of shooting my ship off like a bullet towards the enemy. Now here is the tricky part if he cloaks. Once you start off in his direction, swing your view towards him in space and DOUBLE CLICK right next to him. ( Not right on him! ) This is critical, because when he disappears your ship will stop moving and you'll lose him, but not if you've clicked in space next to him.
The other way is to double click in space next to him first. I don't like this method because it assumes you are looking at that place in space already. The overview double click doesn't need that, he could be anywhere.
Believe me, I've done this hundreds of times and it works like a charm. You won't get them all, especially the cloakers, but you'll get more of them than will get away.
What's the Point?
Disrupters, Scrams and Webs. In that order. On a gate.
Stop them from warping first, turn off their prop mod second, and then slow them down so they can't get back to the gate. Depending on what you have, depends on where on that list you start. Except for webs of course, starting there will only allow the enemy to warp away faster.
From an FC standpoint the important thing is to immediately determine and let your gang know, if you can kill the ship BEFORE it gets back to the gate. If you don't believe you can, you have to tell some of your gang not to shoot. They need to get back to the Gate and be prepared to jump after him. To tackle him on the other side and hold him.
Once caught, the enemy really only has two choices. Burn back to the gate or stand and fight, but they can't do both. Burning back requires that they not aggro anyone, so you'll know pretty much right away what they intend on doing. Once they aggro everyone can join in on killing them before help arrives.
Gate Guns
Gate guns in High/Low-Sec reach out to 150k from the gate. The number of guns on a gate is directly related to the sec status of the system you are in. Each gun can only shoot at one ship at a time. Typically anything less than a Cruiser cannot stand Gate fire for more than one shot.
Now, if the ship you've tackled is of low sec status, say a Pirate, then the gate guns will not fire on you. Nice huh? That's because these people are criminals and of low moral fibre.
There is a whole other guide on how to survive gate guns and this isn't it. Just know that they will explode you unless you are tough, or have Logi on the gate with you.
So there ya go, the three most important bits about being on Gate. Be prepared to tackle, get point and watch out for Gate guns. You should also be keeping an eye on your d-scan, have a scout in the system on the other side, and generally be prepared to get blobbed if you stay there much longer.
Fly safe.
Other Idiot's Guides:
Idiot's Guide to the D-Scanner
Idiot's Guide to Bombing
Idiot's Guide to Bookmarks
Idiot's Guide to Flying in Zero Space
Thanks to Eve News 24 for picking up this story, if you don't read Eve News who knows what you are missing!
Let's face it, no matter who you are in-game, you are going to spend a lot of time on Gates. Either running, holding, waiting, dreading, anticipatin', or otherwise wondering what horrible blob is on the other side. So basic understanding of gates might be nice.
So let's take a quick tour of some of the basic things you might be doing on a Gate, with the primary focus being on:
Tackling something with the intent to explode them dead.
No matter how many of you there are on the Gate, there is only one of you in your ship. Your job is to tackle the incoming gate fire thingie, get point, and hold it, kill it, or otherwise stop it from escaping.
The first thing to remember is that those idiot's in your gang that are orbiting the gate are idiots. Orbiting the gate is the first sign that the people doing so have no idea what they are doing, they've never been to zero space and have certainly never successfully tackled anything on a Gate before. There is only ONE situation when orbiting the Gate makes any sense (and even that is a bit of a stretch in my opinion) and that is when you know a cloaky ship is jumping into you. In that case, every one orbits at different ranges, drones out and hopes the enemy just happens to land near someone.
So why is orbiting bad? It isn't that it is bad per se, it just doesn't make sense. There is this huge thing called a Gate. The enemy jumping into you is going to land randomly about 12k from that Gate. So yes, there is a slight chance you will be on the right side of the Gate when that happens, but it is also just as likely you'll be going in the wrong direction! More likely he'll land on the OTHER SIDE of the Gate or at an angle that puts the Gate between you and him. You'll never catch anything.
If you have at least two tacklers in your gang one of you is above the Gate and one of you is below the Gate, each about 10k off. Sitting still. When the gate fire comes turn on your prop mod. There is an honest argument about what to do next, there are two ways of doing this and I have my own method. I have an overview setting that only shows bad guys and nothing else, so when that ship appears on that overview I immediately double click it. This has the effect of shooting my ship off like a bullet towards the enemy. Now here is the tricky part if he cloaks. Once you start off in his direction, swing your view towards him in space and DOUBLE CLICK right next to him. ( Not right on him! ) This is critical, because when he disappears your ship will stop moving and you'll lose him, but not if you've clicked in space next to him.
The other way is to double click in space next to him first. I don't like this method because it assumes you are looking at that place in space already. The overview double click doesn't need that, he could be anywhere.
Believe me, I've done this hundreds of times and it works like a charm. You won't get them all, especially the cloakers, but you'll get more of them than will get away.
What's the Point?
Disrupters, Scrams and Webs. In that order. On a gate.
Stop them from warping first, turn off their prop mod second, and then slow them down so they can't get back to the gate. Depending on what you have, depends on where on that list you start. Except for webs of course, starting there will only allow the enemy to warp away faster.
From an FC standpoint the important thing is to immediately determine and let your gang know, if you can kill the ship BEFORE it gets back to the gate. If you don't believe you can, you have to tell some of your gang not to shoot. They need to get back to the Gate and be prepared to jump after him. To tackle him on the other side and hold him.
Once caught, the enemy really only has two choices. Burn back to the gate or stand and fight, but they can't do both. Burning back requires that they not aggro anyone, so you'll know pretty much right away what they intend on doing. Once they aggro everyone can join in on killing them before help arrives.
Gate Guns
Gate guns in High/Low-Sec reach out to 150k from the gate. The number of guns on a gate is directly related to the sec status of the system you are in. Each gun can only shoot at one ship at a time. Typically anything less than a Cruiser cannot stand Gate fire for more than one shot.
Now, if the ship you've tackled is of low sec status, say a Pirate, then the gate guns will not fire on you. Nice huh? That's because these people are criminals and of low moral fibre.
There is a whole other guide on how to survive gate guns and this isn't it. Just know that they will explode you unless you are tough, or have Logi on the gate with you.
So there ya go, the three most important bits about being on Gate. Be prepared to tackle, get point and watch out for Gate guns. You should also be keeping an eye on your d-scan, have a scout in the system on the other side, and generally be prepared to get blobbed if you stay there much longer.
Fly safe.
Other Idiot's Guides:
Idiot's Guide to the D-Scanner
Idiot's Guide to Bombing
Idiot's Guide to Bookmarks
Idiot's Guide to Flying in Zero Space
Thanks to Eve News 24 for picking up this story, if you don't read Eve News who knows what you are missing!
Friday, September 30, 2011
The Nano Gang
The perfect Nano Gang consists of several important components:
> Loki - giving bonuses, point range, scan res, etc., sitting cloaked somewhere in system.
> Tackle Drakes - 34k point with bonuses (Pilots need Low Grade Snakes to make it work) Typically Long Point, 2 Webs, very little tank because you won't need it.
> Scimitars - And this is why. With Scimi and Loki Bonuses, you should never be caught, never in range, and faster than anything else on the field that could be a threat.
> Optional - An Arazu is always a great choice as scout. In a pinch the Loki can do it, since it is always good to have bonuses in the system you are going into.
That is the foundation composition for the perfect Nano gang. The great thing about it is scalability, it can work with a minimum of six ships (although it works best with at least eight) and up and up. In my opinion the perfect gang size would be, 1 Loki, 6 Drakes, 3 Scimi, 1 Arazu. But that can be more or less.
Drakes sit 30k from the enemy, remember they have 34k points, and hammer away with missile spam. They are fast enough (with Nano in the lows and Loki bonus) that nothing on the field can catch them. Except for small stuff and that's what the webs are for. (Anything small that tries will be doomed) Scimis sit 30k away from the Drakes and serve as the Drake tank.
For those that can't fit the Tackle Drake (and it does take excellent skills and low grade snakes to fit properly) the Tank Drake is the next best option. You lose a web and some agility and some range, but it's better than nothing. For those that can't fly either Drake, the Artie Cane is the next best choice. It doesn't need the snakes, but you're losing DPS and EHP. The Harbi would be the last BC option in this set-up as it doesn't come close to the range, etc., of the other two. In fact, you'd be better off using a Zealot instead.
It is nice having a couple of Artie Canes along if possible and have them focus entirely on Alpha striking small tackle from range. They work great for that purpose.
And no, I am not giving away fits. Or any other specific details on how this all works. There are probably plenty of other sources out there, but for us in Lucifer's Hammer and Burn Away, we've been working on this for a very long time. In fact we sorta became notorious for it for awhile there. Our Alliance name comes from this gang doctrine for goodness sake! LOL. But we don't run these like we used to, like anything they've sorta fallen out of fashion. But that doesn't mean it isn't still a valid fleet doctrine.
And honestly it doesn't take a rocket scientist to figure it all out. The keys are the Loki (and really the Loki is the only real choice here, I've seen people do it with the others to mixed results.) the Tackle Drake and having the Logi along. Without Logi this turns into a Nano Strike Gang, which is different in many ways. But that's still something I'd rather keep to myself for awhile.
Can't give away all my secrets now can I?
> Loki - giving bonuses, point range, scan res, etc., sitting cloaked somewhere in system.
> Tackle Drakes - 34k point with bonuses (Pilots need Low Grade Snakes to make it work) Typically Long Point, 2 Webs, very little tank because you won't need it.
> Scimitars - And this is why. With Scimi and Loki Bonuses, you should never be caught, never in range, and faster than anything else on the field that could be a threat.
> Optional - An Arazu is always a great choice as scout. In a pinch the Loki can do it, since it is always good to have bonuses in the system you are going into.
That is the foundation composition for the perfect Nano gang. The great thing about it is scalability, it can work with a minimum of six ships (although it works best with at least eight) and up and up. In my opinion the perfect gang size would be, 1 Loki, 6 Drakes, 3 Scimi, 1 Arazu. But that can be more or less.
Drakes sit 30k from the enemy, remember they have 34k points, and hammer away with missile spam. They are fast enough (with Nano in the lows and Loki bonus) that nothing on the field can catch them. Except for small stuff and that's what the webs are for. (Anything small that tries will be doomed) Scimis sit 30k away from the Drakes and serve as the Drake tank.
For those that can't fit the Tackle Drake (and it does take excellent skills and low grade snakes to fit properly) the Tank Drake is the next best option. You lose a web and some agility and some range, but it's better than nothing. For those that can't fly either Drake, the Artie Cane is the next best choice. It doesn't need the snakes, but you're losing DPS and EHP. The Harbi would be the last BC option in this set-up as it doesn't come close to the range, etc., of the other two. In fact, you'd be better off using a Zealot instead.
It is nice having a couple of Artie Canes along if possible and have them focus entirely on Alpha striking small tackle from range. They work great for that purpose.
And no, I am not giving away fits. Or any other specific details on how this all works. There are probably plenty of other sources out there, but for us in Lucifer's Hammer and Burn Away, we've been working on this for a very long time. In fact we sorta became notorious for it for awhile there. Our Alliance name comes from this gang doctrine for goodness sake! LOL. But we don't run these like we used to, like anything they've sorta fallen out of fashion. But that doesn't mean it isn't still a valid fleet doctrine.
And honestly it doesn't take a rocket scientist to figure it all out. The keys are the Loki (and really the Loki is the only real choice here, I've seen people do it with the others to mixed results.) the Tackle Drake and having the Logi along. Without Logi this turns into a Nano Strike Gang, which is different in many ways. But that's still something I'd rather keep to myself for awhile.
Can't give away all my secrets now can I?
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