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Welcome to High Sec PvP, Lessons 1 - 10

Author
Mobadder Thworst
Doomheim
#21 - 2012-05-05 12:12:54 UTC  |  Edited by: Mobadder Thworst
Lesson 5 - Timers
There are two kinds of timers you need to know. Gate/station timers and aggro timers.

Gate/station timers are important to understand. From the time of your last "hostile action" you have to wait 1 minute before you can dock in any station or jump through any gate.

Hostile actions include web, scram, target paint, firing guns, missiles, drones, etc...

Hostile actions do not include remote reps, remote sensor boost... and other "helpful actions." This will be important if I stick with this long enough to talk about gank technique.

You're probably thinking that such a simple rule couldn't possibly be important, right? Ok, so here's the test. If you're flying a T1 frigate and you land on a gate next to a war target in the baddest faction fit dramiel of all time. How do you survive this engagement?

If you jump through the gate, the dramiel will catch you on the other side. If you shoot the dramiel, it'll clean your clock. However, if you're smart, there is no way for it to kill you.

The correct action is to use the engagement timer against it. If you just orbit the gate, he cannot "warp scramble "you without starting the timer. If that happens, you jump through and he'll be marooned on the other side for 1 minute. You can just go about your business. If he doesn't warp scramble you, then you're obviously "free to do as you please" and you can just hop to a station and dock up. So really, he's no threat unless you make a mistake.

Easy, right? Knowing these timers is critical in any form of PvP. It is especially critical in small gang warfare where you may be fighting fleets substantially larger than your team. You can use these timers to split enemy fleets (get aggro when a few shoot, then jump through), etc.. They're great for allowing you to reset engagements.


Aggro timers: Aggro timers are more useful to griefers than anyone else. However, everyone needs familiararity. They're fantastic. The aggro timer is that little yellow tag in the top left corner of the screen that pops up when you shoot stuff. If you mouse over it, you'll see everyone who can shoot you.

So, suppose you're trying to pick a fight (because you like fighting, as I do), and you go outside your station and realize there is a great big fleet out there station camping some poor guy. What do you do?

My argument? Try to steal from the big fleet. Try to get a rep ship and repair one of their enemy's ships. Do something to get aggro against the entire fleet so they can shoot you.

So, as soon as that happens, you dock up. Afterall, that huge fleet could clean your clock. All you wanted to do was start the aggro timer, and you did. For the next 15 minutes, they can shoot you but you can't shoot them yet.

7 Minutes later, you undock and parade around in front of them until someone starts shooting. Talk trash as necessary to create desired result.

As soon as one of them fires, dock up. The guy who shot you will have reset his timer... everyone else in his corp will have a timer that's still counting down from the initial action.

Wait 7 more minutes. At this point, only the people who shot you at the 7 minute mark can shoot you. You want them to all think you've still got aggro if you can, so cut it as close as possible when you undock.

If all goes well, the guys who still have aggro will think they've got an entire fleet on their side... and won't realize that everyone else's aggro wore off 3 seconds before you attacked.

This allows you to engage a single member of this fleet in a surprise 1 vs 1 fashion, force his buddies to watch, and if you do it right, kill him. It's a good idea to use something that locks fast if you can in this scenario, because I've seen guys in the fleet get concorded before trying to help. If you can, you can sometimes score killmails off that.

A similar tactic can be used to support friendly corps against neutral repper supported war targets. If you've got ECM, you can do the above described timer game which will cause the 1 vs 1 to happen. If they only have 1 guy shooting you, you can easily use an active tank to engage him safely and try to force him to rely on the neutral reppers for support. The minute the neutral reppers help him, you can attack that 1 guy and his neutral reppers. At this point, do not attack the neutral reppers. Dock up and get in ECM... and start arranging to get the corp you're supporting ready to fight.

When the corp you're supporting undocks and starts fighting, you can undock ECM and jam out the reps. As long your supported corp can "take care of" the one guy who can shoot you, you there isn't really anything to push you (the ECM) off the field and the opposing team's reppers can be effectively neutralized. Realize, however, that this must be a surprise. You can't undock and start jamming out the reppers until the fight is on. It takes a lot of work to set this up and it's easy to screw up... you can't afford them to figure out that you're about to neutralize their neutral reps.

Any requests for something to cover? I can't believe 1000 people have read this. I honestly expected to be trolled hardcore.
Mobadder Thworst
Doomheim
#22 - 2012-05-05 12:22:31 UTC
spacelumberjack wrote:
Listen up Noobs, this guy knows his ****. by the way long time no see man.



Hey Lumberjack, long time no see bud. Did I miss anything? I was thinking about writing a lesson on the traditional gank techniques. I'm kind of waiting to see if anyone asks any questions.
Mobadder Thworst
Doomheim
#23 - 2012-05-09 00:37:53 UTC
Lesson 6 - Flipping a Can
I encourage as much chaos as possible. I consider Can flip fights to be one of the highest forms of Eve art. The best fights I've ever had always came from flipping cans.

Basic setup/ awareness - Do not use your status colors (contact standing) to mark people you like and don't like. It's a waste. If you're going to do high sec fighting, you need to be able to see who's around you. You can set your friends / friendlies blue but setting people you don't like, but aren't fightin orange or red in high sec is just a waste. It'll confuse you in fights. You'll understand why in the next bit.

Ok, so here is how it starts.

1) Intel - remember, when you flip a can you're aggro-ing the entire corp of your enemy, not just the one guy.

--------Basic Aggro Rules---------
When you flip a can, for those of you who aren't sure, it's just the owning corp who can shoot you. Not the alliance, not the fleet, not the family, not his uncle's cousin. When you flip a can, the owner's corp can shoot you. The 15 minute aggro timer will start and, if you mouse over it, will list who can shoot you. You can't shoot anyone yet. The ball is in their court.

If someone flips your can, then your entire corp can shoot them. Not your alliance, not your alt, not your fleet mates, not your second cousin. Just your corp.

Ok, aggro spread. For many of you carebears, you've probably had someone flip your can and you shot them. Then, all of a sudden, you were surrounded by reds. You then fired on each of them and they all killed you, right? I've done it, we all have. Here is what happens. Most high sec fighters carry some form of assistance on their ships. It could be a rep drone, it could be remote sensor booster. Whatever it is, once the fight starts, they'll jump in and help the guy you're shooting. Much of the time, they're not even really helping much. They just want to turn red so there is a chance you'll shoot them too.

Anytime you perform a helpful action on someone (shield reps, armor reps, remote sensor boost, etc...), anyone who can shoot that person can shoot you (start a 15 minute aggro timer).

If you're trying to join fights, those helpful modules (or rep drones) are handy to have around to make yourself look red. When baddies shoot, then you shoot. It's a great way to join a fight.

On stations, this game is often performed with small rep boats (ospreys, onieros') because those helpful actions (repping) don't start 1 minute docking timers. If you shoot at a repper on station, there is a good chance he'll dock up and return immediately in a battleship made of meanness.

Ok, back to can flipping intel

a) Thus, it's important to know how many corpies the baddie has around. When you check intel on a can, it'll show who owns it. If he has a corp, set the corp to negative (orange) standing. Then, scroll through local chat and check out how many oranges are in local. If you always keep your orange status dedicated for this purpose, you'll always be able to tell how many of enemy corp mates are in local in just a few seconds.

b) Check your d-scan. If you see guardians, onieros', scimitars, etc... and they're just off grid... they're waiting on you. It's a good idea to be ready for them. There are plenty of ways to get a kill still, but realize that the enemy is staging a gank, and you're the guest of honor.

c) Check the enemy on battleclinic. Pay attention to your enemy's points. High numbers of points indicate a lot of solo kills. People with a lot of points are dangerous. That's usually an indication of high 1 vs 1 and small gang skill level. If a guy has 1000 kills and few losses, but almost no points and he's ranked poorly, it's because he always fights in a large fleet. The chances of him having well developed small gang skills are not good. In those cases, you're usually up against someone who doesn't know what he's doing... but thinks he does. These are the best targets.

d) Think back to lessons 1-3, damage and maneuver mechanics. If he has a ship, what does the standard fit for that ship look like. I can tell you that most guys (especially people with fleet backgrounds) almost never fly creative ships. If a guy has 1000 kills, 50 losses, and no points... he'll be flying a standard build almost every time. In that case, if you're fit to beat his ship's standard build, he'll be updating his KB to 51 losses.

Be careful assuming top ranked players (people with lots of points) are flying standard builds. You don't get to be top ranked by flying the same crap everyone else is flying. Either he's got reps or he's got skills. Be careful with those guys.

At this point, you've learned about as much as you can. If you're still feeling gutsy, flip that can. (Or if he flipped your can, shoot him). --- Refer back to damage / maneuver mechanics from this point forward
Mobadder Thworst
Doomheim
#24 - 2012-05-09 01:12:36 UTC
Lesson 7 - War Decs

a) Intel - Before the war goes live, it's a good idea to set all of your enemy corps and personnel to orange standing so you can spot them.

Note: keep red status CLEAR. If you see red on your screen, you need to know it's a legal shot. The last thing you want to do is get concorded trying to shoot someone who's red because you're scouting them.

First, go to battleclinic (and yes, there are several other sites out there) and click the "rankings" tab under the corp info. This will list the target corp's people from best to worst, according to battleclinic. Add all of them with orange standing and "add to watch list." If you're running multiple wars at once, it's a good idea to group them so you can delete them later en mass.

Note: if they haven't fought in a while, sometimes battleclinic has the wrong corp. Watch the corp info while you're adding them.

Then, you can open your negative standings list and see who's online (from the watch list). Now, you need to figure out where they are so you can go see what they're up to. I'd recommend dropping a "Locator" agent on them

If you can't use locator agents, you can join the chat channel "locators r us" and there are lots of folks there who will help you out for 1mil per locate. If you don't know what you can use, you can find locator agents for your standing online with several services.

Now, once you see where someone is, you need to ask yourself why a person would be there. If the system is a major mining hub... probably mining. If the system is a major mission hub... probably missions. Other places, perhaps it's a mystery. However, if you can guess what the target is doing, it's much easier to find the target.

Now, I always recommend scouting with an alt. An ibis is fine. Any ship will do for pre-war scouting. You're just looking to spot enemies and get ship names (so you can find them on d-scan).

Now, if you can get enemy ship names (especially mission ships) before the war starts, please do. That's a great way to verify that the enemy is in space with d-scan (since d-scan shows ship names). If you're planning on doing missions though a war with your ship names "mynames Caldari Navy Raven," you're going to probably have company because it's so obvious which ship is yours of all the blips in the sky.

Ok, you've done enough for intel. There is more you can do, but after a few wars I could hardly be bothered to put the bad guys in my contacts list anymore.

2) Hunting - I am not going to teach you to probe... go watch that on youtube if you're not familiar. However, I will tell you that the easiest way to scan out a mission runner is always to try to get your target's scan tag. (That is, imagine your target is running missions. You get an alt outside his station and scan him with a probe right outside station. You can compare the range on your overhead to your "scan probe" range to verify which ship you're looking at. If you get his scan tag ex: XYZ-123, you don't need to worry about where he went. As soon as he warps into the mission, you just need to lock XYZ-123 again and you're ready to follow.

--------Cool Tactics Note--------
I haven't done this in a while, but if someone is using range tactics on you, you can get a neutral friend to help tackle.

We've all had that enemy who wants to sit 300k off station and look at you. If you get a buddy in a scan boat to lock him with probes, warp to near you, and then warp fleet on top of him (and cancel his own warp), you can have yourself (and your fleet) deposited right on top of your target.

If he's slow or doesn't realize you're doing a "remote tackle", he could be surprised and lose a ship to you.


D-Scan. There are 149,000,000 km in an AU. Who cares? If you're trying to translate between your d-scan and your solar system map, you do. Keep your calculator handy. Divide out the top end of D-scan and I think it's like 14.2 AU.

Now, I will tell you is that D-scan can be used a couple different ways. If you don't know it, the angle on the d-scanner tells you what's within X degrees of where your screen is facing. Because of that, d-scan is a great way to check individual astrological bodies (like asteroid belts) to see if your target is there. Just center them in your screen and scan at 5 degrees. If you're set at max range, it'll tell you if the target is there (as long as the body is within 14.2 au) . The directional thing is much harder to use (in my opinion) for deadspace and safespot targets.

If you feel confident that the target is not at an astrological body, then you really just want to pick range and, maybe, general direction.

Pick a few known ranges to check (quickly) to tell you how far he is before you use probes. For instance, you might scan 14 au, 10 au, 6 au, and 2 au... looking for the target to drop off your radar. That'll tell you within 4 au how far he is (assuming you knwo the ship name). Once you do that, then maybe you just check quadrants and up/down with the d-scan to figure out how far and where to start with the probes.

Practice cat and mouse with your friends like this. You'll learn to find each other pretty rapidly. This is a fun pvp training tool to do with new players, the technically minded amongst them will enjoy the challenge.

Hunting with a neutral alt is a good idea in high sec. Your enemy may spook when he sees red. If it's a neutral alt, you may be able to get near him without spooking him. If he's mining, go mine with him in the neutral alt. Then all your corpies can join fleet with you and warp to the neutral alt... landing on his mining ship. BOom.
Delucian
Caldari Provisions
Caldari State
#25 - 2012-05-09 19:37:18 UTC  |  Edited by: Delucian
sYnc Vir wrote:
Deen Wispa wrote:
sYnc Vir wrote:
Lady Ayeipsia wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?


RvB are a joke, unless you like handcuffed pvp then they are awesome.




Not that hard to get 150 kills in RvB.


Can do that in lowsec as well, all without the embrassment of being in RvB



Lesson # 200

- no matter what you may or may not know about PVP/Low Sec/Null Sec - there is alwasy someone out ther who believes they know more - and will tell you that you are clueless/a noob/in the wrong corp .... etc.....
Black Bill
Black Hole Runners
#26 - 2012-05-09 19:55:52 UTC
Excellent and informative post with easy to understand explanations. Bravo to you sir!

PS, Hope you get to the hi-sec related stuff soon. I have been living in w-space so long I forget how it all works. :)
sYnc Vir
Wolfsbrigade
Ghost Legion.
#27 - 2012-05-09 20:14:32 UTC
Delucian wrote:

Lesson # 200

- no matter what you may or may not know about PVP/Low Sec/Null Sec - there is alwasy someone out ther who believes they know more - and will tell you that you are clueless/a noob/in the wrong corp .... etc.....


Was I lying?

Don't ask about Italics, just tilt your head.

Delucian
Caldari Provisions
Caldari State
#28 - 2012-05-09 21:49:03 UTC
sYnc Vir wrote:
Delucian wrote:

Lesson # 200

- no matter what you may or may not know about PVP/Low Sec/Null Sec - there is alwasy someone out ther who believes they know more - and will tell you that you are clueless/a noob/in the wrong corp .... etc.....


Was I lying?


...probably just misinformed/uninformed....leetist?
Masamune Dekoro
School of Applied Knowledge
Caldari State
#29 - 2012-05-09 22:50:09 UTC
sYnc Vir wrote:
Callous Jade wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


Lol...Go back to Wow.

Edit: Props to the OP. Such goodposting is rare on eve-o.


Never played WoW, Learn a better insult or stop being a sheep and come up with one of your own.


I too can italicise my words in a vain attempt at sophistication.
The VC's
The Scope
Gallente Federation
#30 - 2012-05-10 00:04:48 UTC
sYnc Vir wrote:
Lady Ayeipsia wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?


RvB are a joke, unless you like handcuffed pvp then they are awesome.



War Dec them then if they are so lame and farm some shinys.






Listen guy's. if you're NOT leet then this thread's well worth reading. Leave it alone.


Thanks Mobadder, it's given me a lot to think about
sYnc Vir
Wolfsbrigade
Ghost Legion.
#31 - 2012-05-10 00:22:47 UTC
The VC's wrote:
sYnc Vir wrote:
Lady Ayeipsia wrote:
sYnc Vir wrote:
There is no pvp in high sec. Just people too ***** to travel to a pvp zone and griefers.


RvB would beg to differ. About 150 kills in the month I have been back. That beats any 2 month span out in null that I did.

And thanks for the missile tip. Now the next question... Which generally improves missile damage more... Reducing the target's speed or increasing their Sig radius?


RvB are a joke, unless you like handcuffed pvp then they are awesome.



War Dec them then if they are so lame and farm some shinys.

Listen guy's. if you're NOT leet then this thread's well worth reading. Leave it alone.


Thanks Mobadder, it's given me a lot to think about


Sorry Princess, Wardecs are for High Sec Carebears, I live in a place were Wardecs are not needed. If anyone wants to shoot me they can, no sentry guns, nothing. -10 player. High Sec wars, lol.

As for "leetist" which the other guy said. Since when was flying with people who want to be good a bad thing? Label that "leetist" if you want, but its normally a comment used by people who also say things like "How do I find?" "Whos the Primary?" "How did I?" "Damn I jumped the wrong gate" "Whats that again?" and so on.

Don't ask about Italics, just tilt your head.

The VC's
The Scope
Gallente Federation
#32 - 2012-05-10 00:41:11 UTC  |  Edited by: The VC's
sYnc Vir wrote:
by people who also say things like "How do I find?" "Whos the Primary?" "How did I?" "Damn I jumped the wrong gate" "Whats that again?" and so on. [/i]


And at that stage in their eve career would probably find this thread useful.


sYnc Vir wrote:

As for "leetist" which the other guy said. Since when was flying with people who want to be good a bad thing? Label that "leetist" if you want,. [/i]


I would label 'leetist' someone who sneers at noobs for the fact that they are less experienced than him.



You kinda re-enforced my point there.


Go and start a "Wardecs are for High Sec Carebears" thread if you feel so strongly about it.
sYnc Vir
Wolfsbrigade
Ghost Legion.
#33 - 2012-05-10 00:48:22 UTC  |  Edited by: sYnc Vir
Never said the guy wasn't giving good tips. I believe I was saying RvB suck. Also I don't look down on people for not knowing things about a game they just started. However I do look down on people that are forever asking OTHER PEOPLE, instead of looking for themselves.

Players in 2003 never had mission guides, Wiki's, dotlan and so on. I don't mind new players, I mind players that need hand holding over everything.

As for high sec pvp, my only opinion on it are "Meh" and "lol, people still do that? How sad"

Edit, forgot "fail pvp'ers griefing indy guys"

Don't ask about Italics, just tilt your head.

The VC's
The Scope
Gallente Federation
#34 - 2012-05-10 01:03:01 UTC  |  Edited by: The VC's
Dude, listen. My point about your negative attitude in an interesting and informative Hisec wardec thread was....

actually, nevermind.


Bye thread, good luck.
Mobadder Thworst
Doomheim
#35 - 2012-05-10 03:14:00 UTC
All considered,

I'm a huge joke... and I'm ok with that. I like it. I think most of us take ourselves too seriously in our little spaceship video game.

I was a CEO in the orphanage for a while back when it was young. I wasn't in the inner circle or anything, but I think we had less than 200 people in the whole thing back then. When I joined, I was guaranteed 10 war decs a week against major null sec alliances. I eventually quit when it started going awry.

Here is the KB from the corp I ran back then:
http://eve.battleclinic.com/killboard/combat_record.php?type=corp&name=Light+Adama
We generally won.

We routinely had as many as 17 war decs a week against the biggest null sec alliances we could find/think of. We destroyed them... because they never learned mechanics (the stuff I'm teaching here). All they knew (as far as I could tell) was fleet tactics (which they're great at), but it's a different game in small gang stuff.

To be honest, I'd say the Orphanage won back then with a similar weakness. I'd say they had between 20 and 40 true mechanics. Everyone else was mostly following. At least, that was my perception.

I am posting this to teach mechanics to the people who want to learn. I am no out to insult anyone. We all have our play-styles. Mine is slowly dying. I"m not a great FC. I'm sure there are many parts of fleet/null warfare I don't know.

However, I know high sec warfare. I know how to get kills in small gang tactics. I'm good at it. I have never had an alt... I'm a pretty straight player.

For those who don't find my writings to be total garbage, I'd be happy to take questions or special topics.
Delucian
Caldari Provisions
Caldari State
#36 - 2012-05-10 12:52:35 UTC  |  Edited by: Delucian
Mobadder - you are doing good mate - good thread, very informative and mostly dead on.

Many make the mistake of believing that RvB members (on the whole) are high sec carebears who could not find an ECM slot with both hands and a map. They fail to realize that many came here out of boredome of low and null sec pirating, which typically boils down to masive bolbs on gates killing single ships (take a look at KB stats if you want a good picture of this - I wont say who - but I think you get my drift). Put them in a 1v1 situation and their tactics fall apart.

RvB provides a vast array of everthing from face to face solo combat to full on blob fest, low and null sec roams and the fact that many of us either have other characters (typically gathering dust) in null sec systems, or actively switch between them (makes for great fun when the "Real" PVP'ers war deck us.

Sooooooo, your basic information is sound and provides a good basis for general PVP.

All you "noobs" (and I count myself in those ranks proudly) find your way to RvB, we can help you learn without the continual ganks of Tornado, Raven, etc... sitting on gate and waiting for your lone ship to jump in so that the 70 man fleet can kill it.

Get the basics down, go out to low and null and enjoy Eve for what it is - a big playground.

Keep up the good work Mobadder! Big smile

Quote:
I am posting this to teach mechanics to the people who want to learn. I am no out to insult anyone. We all have our play-styles. Mine is slowly dying. I"m not a great FC. I'm sure there are many parts of fleet/null warfare I don't know.


Keep at it - if you know small gang FC'ing, it will transfer as you get more comfortable with larger fleets. The biggest advantage to larger fleets is diversity - dedicated task based boats who can lock and disalble key members of the other fleet for up front removal before appling full damage to the harder to kill stuff. Typically, those who are humbe and say they are not good at FC'ing are better than they think....
Dalin Auscent
Aliastra
Gallente Federation
#37 - 2012-05-10 16:14:10 UTC
As a newer player that stays in mainly a support role, I have found the information in this therad to be very inforrmative. I might not be comfortable picking fights with people yet, but I feel much more confident in defending myself if I am attacked.

That being said, I believe this thread is better suited to newbies asking questions about PvP than to debating the finer points of why RvB is/is not a good corporation.

Demons run when a good man goes to war. Night will fall and drown the sun, When a good man goes to war.

Princess Nexxala
Zero Syndicate
#38 - 2012-05-10 17:29:42 UTC
I agree completely, I taught myself PvP and I am pretty good at it most of the time. People that have their hand held and can't figure things out for themselves will typically never be even competent at it. Eve PvP is much like any other complex skill, either you get it or you don't. Yeah and RvB is scripted PvP with rules...not the greatest environment to learn PvP IMO, however it is a good way to learn some basic game mechanics and get your feet wet.

sYnc Vir wrote:
However I do look down on people that are forever asking OTHER PEOPLE, instead of looking for themselves.

Players in 2003 never had mission guides, Wiki's, dotlan and so on. I don't mind new players, I mind players that need hand holding over everything.

nom nom

Yanarix Blitz
Black Scare
#39 - 2012-05-11 08:51:46 UTC
hello, i have questions back on the canflipping/agression part.

if someone flips your can he will get red and me and my cropies are allowed to shoot him ok i got that part.

- so given i do that, and shoot the flipper (his mates will show up rep him or wahtever...) but only he himself will be able to shoot back as long as i do not agress his other mates?

- me/my corpies could just continue shooting him and there is no way his corpies can actively shoot back as long as we ignore them?

- i'm alone, and realise i can not break him cus he's being remote repped. neither can he break me cus he has too little dps and i have some sort of active tank. could i just stop shooting for 15 mins and then he'd lose his right to engage me?

example for that last question: im in a bs in a mission and he jumps in in a frig, flips a can and i shoot him....he of course points me and i can not warp off. but then i realise i can not kill him. so i just stop my agression for the next 15 mins and wait. will he be allowed to keep the point up or must he stop after 15 mins because i did not agress him anymore?


please confirm/correct me in any of my points so i know i have understood/misunderstood them.
thank you.

Mobadder Thworst
Doomheim
#40 - 2012-05-11 22:12:19 UTC  |  Edited by: Mobadder Thworst
Yanarix Blitz wrote:
hello, i have questions back on the canflipping/agression part.

if someone flips your can he will get red and me and my cropies are allowed to shoot him ok i got that part.

- so given i do that, and shoot the flipper (his mates will show up rep him or wahtever...) but only he himself will be able to shoot back as long as i do not agress his other mates?

- me/my corpies could just continue shooting him and there is no way his corpies can actively shoot back as long as we ignore them?

- i'm alone, and realise i can not break him cus he's being remote repped. neither can he break me cus he has too little dps and i have some sort of active tank. could i just stop shooting for 15 mins and then he'd lose his right to engage me?

example for that last question: im in a bs in a mission and he jumps in in a frig, flips a can and i shoot him....he of course points me and i can not warp off. but then i realise i can not kill him. so i just stop my agression for the next 15 mins and wait. will he be allowed to keep the point up or must he stop after 15 mins because i did not agress him anymore?


please confirm/correct me in any of my points so i know i have understood/misunderstood them.
thank you.



Ok, when he flips your can he starts a timer against your entire corp. That means that your entire corp can shoot him but he can't shoot them (15 minute timer).

Lets say that you wait 3 minutes to shoot him. That means that as soon as you fire, your corp can still shoot for 12 min... but your aggro timer is refreshed for 15 ( for you to shoot him and for him to shoot you). When you shoot (and every time you shoot), your timer resets (and so does his). The timer for your corp does not. If you stop shooting and he keeps shooting you, every time he shoots, you both get your timers refreshed. If you stop firing and he keeps firing, you'll never lose aggro because he's resetting it by shooting (resetting it to 15 minutes).

Because you shot him, he can now shoot you. You are the only one he can shoot.

Now, suppose his mates come in and start repping him. The instant they rep him, they get a 15 minute aggro timer started against everyone who can legally shoot him.

From your perspective, they'll turn red. That means you can shoot them, but in this case they cannot shoot you because you've done nothing to earn their aggro.

If you so choose, you can keep shooting him. If he cannot break your tank and you can't kill him through your reps, this will create a stalemate.

Here are the options each side has to deal with this stalemate.


In the scenario where he scrams you, you shoot him, and then he gets reps.

His options are as follows:
1) He can get someone to bring another ship and that new guy can bail out and swap ships. That is someone else bails out of a ship right next to him, he gets in it, and then locks and rescrambles you.
2) He can keep trying to hold you with that little ship for as long as he can keep himself interested. His hope will be that you'll make a mistake, pay a ransom, or shoot at his reps so they can help him kill you.


Lets imagine that then he's got you pointed and you've got friends a few systems away.

Your options are as follows:
1) Call for corpies to kill him. Once his reps get there... you'll want to have your corpies kill them if you can. They're softer and more valuable.
Realize that his timer keeps renewing against you with every shot / cycle of the scram...but the timer only starts against your corp when he steals. That means from the moment he steals, your corp timer starts counting down. When it hits 0, your corp can't engage him. However, if you can get the remote reps to help him before the corp timer hits 0, you can get a fresh 15 minutes of legal agression for your corp on his reps (even after they can no longer agress him). In that case, you would have a good chance of killing the reps with your corp mates.

2) Get someone to bring you another ship you can kill him with. Do a bail swap. (If you're thinking of doing this, I recommend practicing first)

3) Wait him out, watch for him to do a bail swap with another ship. If he does that, you have to be aligned and quick to get out.

4) Get reps of your own, engage lots of stuff, try to elevate the whole incident into a great big fleet fit. Ensure you have enough reps to stage a huge funny gank. Then talk some cheeky smack in local.

Make sense?
Mo
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