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Warfare & Tactics

 
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Gang Combat in wormholes

Author
Durbon Groth
Pator Tech School
Minmatar Republic
#1 - 2013-02-22 17:22:49 UTC
Hey guys, Looking for some tips and important considerations for fighting using gangs in wormholes and the important things for an FC to keep in mind when fighting in/on/around wormholes.
What I know so far: Obviously, look at system effects in the systems you intend to fight in. I know control over your hole (the euphemisms, they're everywhere!) sucgh as anchoring bubbles to stop enemy carriers collapsing behind you, or crit'ing to prevent friendly capital back-up. I've watched the RnK videos on pantheon tactics and the importance of capacitor control fighting in this style. Still looking to learn more though, and would be happy to hear from experienced wormhole pvpers/FCs.
Thanks!

DG
JAF Anders
Adenosine Inhibition
#2 - 2013-02-22 18:58:27 UTC
A few things are understood from w-space and missing from your post. In addition to knowing what system effect may or may not be present, it's good to bear in mind which classes of w-space in which a fight may take place. Note the general health of each wormhole as well; a wormhole on the verge of collapse may inhibit a gang from coming through. Be at peace in your release from local intel in the knowledge that many ships may be lying in wait cloaked in system, out of range of directional scan, or hidden in another system connected by yet another wormhole.

The pursuit of excellence and stabbed plexing alts.

Klarion Sythis
Caldari Provisions
Caldari State
#3 - 2013-02-22 23:08:27 UTC  |  Edited by: Klarion Sythis
Most of the difference is going to lie in your knowledge of W-Space mechanics (System effects, wormhole class, life and mass of the holes involved) as well as your situational awareness without local. Be aware of other wormholes in system that reinforcements could come through. Log in traps work well, plus cloaked capitals positioned to close a wormhole once you jump through. Crit holes should not be considered safe. A load of pods can jump through followed by a carrier loaded with T3's.

It helps to know the fleet/gang meta which hasn't changed much from mixed armor T3's with Guardian and/or triage support. Blap dreads are much more popular now though and sometimes favored over triage. If fighting in someone's home, be prepared for the possibility of a heavy capital engagement, even in low class systems. While cloaky T3 fleets are often spoken of as the ultimate surprise sex, proper combat T3's are much more dangerous.

C5/C6 holes will usually result in POSed up farmers or a full fleet fight unless you catch a group in an off TZ. C3/C2 is probably best for small gang stuff unless you run into Transmission Lost or Talocan United who like to be big fish in a little pond (sometimes). C4's are often PVE focused players and C1's are very limited on mass and ship type. Bring an alt scanner (or 2), fit the other ships for pure combat.

Hope that helps.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#4 - 2013-02-23 00:16:02 UTC
There is no reliable way of getting small gang combat in wormholes.

C1's tend to be full of farmers or noobs. You can often get good small gang engagements out of the noobs, where you can take on multiple pilots with a smaller force of 2-3, and win. Or at least shoot them till they jump to hisec. There are some competent PVPers in C1's who will basically use nados on you especially in Magnetar holes. The J44 holes more often than not contain the PVPers, the N110 holes are training wheels and the nullsec holes for antisocial masochists.

C2's can be good fun, but the majority of people are farmers, and well aware of not spawning their holes while doing so, and will POS up. Those who own Y683 static holes are by and large well organised T3 blobbers (mostly Russian these days) and thus your small gang experience won't be very small and will more than likely involve 'bang' and 'in your butt' after the word gang. O477 static holes are similar but since you can be scrubbier to pulll this off you may find people more likely to bring small gangs. The A239/D382 holes are the ones where the PVPers are likely to hang out, as they get to hunt C2 bears and pirate in lowsec. E545/C5 holes are mostly empty, and the E545/C6 holes, if you can find them, will be empty fo sho'.

C3's, mostly it'll be farmers, to be honest. Most U210 holes are inhabited by temporary pop-up POSs or small corps who sign on to run their content, maybee derp about lowsec. There are several good smaller corps PVPing in U210 holes in lowsec, and you can often get GF on their static, which unlike hisec B274's or D845's, aren't automagical safety refuges.

K346 holes are mostly empty. Even Pulsar holes. The logistics are crud, and nulltards are blobbier than Talocan could ever hope to be, so residents don't last long before being bored out of their skulls.

D845 holes are often empty, because who wants to live in a system where any granny can drive 30 BS in and out every 24 hours?

C5's and C6's, you won't find small gang combat, period.

So. To sum up; you want to get into a C3 with U210 or a C2 with A239/D382, or roam lowsec looking for a way in.