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Low/null sec solo pvp question

Author
Nicola Romanoff
Phoenix Connection
#1 - 2016-02-29 14:45:01 UTC
Despite countless videos with loud, heavy music and played at x3 speed little beats the written word in terms of finding stuff out and so my question today is this.

Let say you have a “thing” for solo PVP (real solo, no links or alts) and you decide to fir out a T1 Cruiser and go for a little wander through low sec (or null sec), you jump into a small camp, of course the ships in that camp could consist of anything. What should my thought processes be in terms of who to target first, or what actions to take. Assume there are 4 or 5 targets, T1 cruisers down.

I know that the question is vague in terms of not knowing the ships, although my ship would be an Omen, but there must be some standard thought processes you go through.

Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#2 - 2016-02-29 18:01:02 UTC
It really depends on the composition and positioning of the fleet you jumped into, so every situation will be different.

Nonetheless, here are a couple tips on choosing primaries that I use, I'm sure others have their own.


  • Logi, tackle, and/or ewar if feasible and you expect it to significantly hamper your ability to burn though DPS. Otherwise ignore it.

  • DPS pilots in order of getting the most DPS off field for the least amount of effort... eg. clearing the field of T1 destroyers off the field first because of their DPS/Tank ratio is high compared to cruisers/frigates. Similarly, primary T1/Faction over T2 as T2 ships tank better.

  • Of course, you also really only want to try to burn things down that you can apply damage to. Keep applied damage and the facotrs that go into it (like range, sig radius, transversal, etc) in mind when choosing targets.

  • Last but not least, if it looks like victory is hopeless, try to take something expensive down with you if you think its feasible.



Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Estella Osoka
Cranky Bitches Who PMS
#3 - 2016-02-29 19:45:45 UTC
Nicola Romanoff wrote:
Despite countless videos with loud, heavy music and played at x3 speed little beats the written word in terms of finding stuff out and so my question today is this.

Let say you have a “thing” for solo PVP (real solo, no links or alts) and you decide to fir out a T1 Cruiser and go for a little wander through low sec (or null sec), you jump into a small camp, of course the ships in that camp could consist of anything. What should my thought processes be in terms of who to target first, or what actions to take. Assume there are 4 or 5 targets, T1 cruisers down.

I know that the question is vague in terms of not knowing the ships, although my ship would be an Omen, but there must be some standard thought processes you go through.



You look at what is there. Can you take them on and at least win the isk war, or take them all out? No? Burn back to gate and jump. Try and split them up so you can at least kill the majority, maybe all of them. Let them shoot first so they take gate guns.
pushdogg
relocation LLC.
#4 - 2016-03-01 00:05:29 UTC  |  Edited by: pushdogg
Estella Osoka wrote:
Nicola Romanoff wrote:
Despite countless videos with loud, heavy music and played at x3 speed little beats the written word in terms of finding stuff out and so my question today is this.

Let say you have a “thing” for solo PVP (real solo, no links or alts) and you decide to fir out a T1 Cruiser and go for a little wander through low sec (or null sec), you jump into a small camp, of course the ships in that camp could consist of anything. What should my thought processes be in terms of who to target first, or what actions to take. Assume there are 4 or 5 targets, T1 cruisers down.

I know that the question is vague in terms of not knowing the ships, although my ship would be an Omen, but there must be some standard thought processes you go through.



You look at what is there. Can you take them on and at least win the isk war, or take them all out? No? Burn back to gate and jump. Try and split them up so you can at least kill the majority, maybe all of them. Let them shoot first so they take gate guns.



This works when high-sec isn't on the other side. 4 to 5 v 1......check KB for the systems or region you plan to bust, this can give you an idea of the comp right off the rip.

Then when you "happen" across said camp, reapproach the gate immediately.... Some will aggress some won't....they will wait till you aggress before they go all in.

The ones not aggressed will follow you back through, then you have to decide if you can take the ones who followed in the time it takes the weapons timer to fall off(60 seconds).

Then its repeating this until camp is busted or you are....or you escape.

Assuming the same Intel and you warp into a camp....depending on the comp, I would warp at range and pick them off or warp to 0 and do the above.

Nothing is more valuable than Intel....that is why most don't do it alone(no links, no scouts).

Really though a lot of times the casualties will reship and be back in time to help take you down. I used to think in skate videos that the skaters would land all those tricks first try....until I saw a pro filming a video, and realized that it takes 20 tries to land it sketchy to try it 20 more times to land it smooth. My point is that what you don't see in those videos is how many times pilots fail....1 misplay and it will all be over, so don't get your hopes up for the first few tries at this, and then when you get half way good at it....remember it will take a few more times to nail it....good luck.
Nicola Romanoff
Phoenix Connection
#5 - 2016-03-01 13:04:09 UTC
Thanks for the advise everyone, appreciated.
Jasmine Shepard
Relentless Destruction
Immediate Destruction
#6 - 2016-03-03 01:39:02 UTC
I would choose targets based on two questions:

1. Can you win the fight?

2. Can you escape?

If the answer to the first is yes then:

1. ECM ECM ECM ECM ECM **** FALCONS WHY CCP IS THIS STILL IN GAME????!!?!?
2. give each ship a value equating to this: target priority = dps / ehp. (damage per second divided by effective hit points). Then just shoot the ship with the highest priority and so on. The equation might be slightly nicer if you reversed the operands. (ie ehp / dps) One slight caveat, while each ships dps is fixed, their ehp as far as you are concerned will change depending on the damage type that you do, their distance from you, etc. Maybe it would be more technically correct to think of their ehp as their time to live, but that's just unnecessarily complicated probably.

If the answer to the first question is no, then ask yourself the second question. If the answer is also no then you're going to change the equation in the previous example slightly. target priority = ship value / ehp. Destroy the most amount of isk that you can before you die :).

Ships in your class range with high priority for an omen(assuming kiting omen):
1. t1 + t2 destroyers(i put t2 because you'll be able to kill them pretty easily)
2. caldari frigates as they're typically shield tanked so you'll be doing good damage to them
3. other cruisers that can't hit you (eg thorax, moa, rupture(cuz its slow), stabber(cuz its shield tanked and sucks :D), other slow cruisers with short range dps)
4. ab frigs although you're dead if they get on top of you
5. interceptors because they pop really easy although see #4
6. even bc's such as ferox, brutix but once again you're dead if they get on top of you and cap will become an issue vs these
Mr Duffo
SQUIDS.
#7 - 2016-03-09 18:23:31 UTC
Uncloak, shout GHJAAAAA

and die gloriously

Skeggǫld, Skálmǫld, Skildir ro Klofnir!

Never forget! #OICXmassacre2014

Superfuzz
funmachine
#8 - 2016-03-09 22:04:05 UTC
Jasmine Shepard wrote:
1. ECM ECM ECM ECM ECM **** FALCONS WHY CCP IS THIS STILL IN GAME????!!?!?
i can't decide what i think is more wack outta ECM & OCB
boosting in general pretty wack

skill injectors pretty fecking inexcusable interms of solo pvp too imo. bye bye quick ingame intel.
Persephone Alleile
Tartarus Covert Operations
#9 - 2016-03-10 18:46:08 UTC
Primary the Dominix.
Iria Ahrens
Space Perverts and Forum Pirates
#10 - 2016-03-10 22:04:20 UTC
It's Primary the Domi. :P

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Kethen T'val
Dontopiax Mining Inc.
#11 - 2016-03-12 09:46:18 UTC

1) fast tackle. ALWAYS. It doesent matter if theres ewar on the field. If you get tackled in a kity omen you Will die fast.
If they chase you you Will have an eeasier time staying away from their dpsy core.

2) Ewar if preventing you from applying dmg properly.

3) dessies unless you have chance of taking them out fast after tackle is gone.

4) when you get to the Point where logi needs to go down it becomes problematic. This usually hapens when you need to start focusing cruisers. This means you Will have to stay inside a dangerzone for a while. If there are more than one logi you likely wont have more luck with that gang. Trying wont hurt though but getting out at this Point is a win for you. That or stay and annoy them a bit. They might bring more stuff that logi wont be able to keep up.
If 1 logi, go for it.
Pookoko
Sigma Sagittarii Inc.
#12 - 2016-03-15 12:35:07 UTC
There are many scenarios for this, and I did so called 'pure' solo roams a lot back in the days, and here are some things to consider

1. Burn away or burn back

Whether you decide to fight or flee, it is crucial you decide whether to burn back to the gate or burn away from the camp. This all depends on what the camp's composition is and what you are flying. But just in general terms, if your ship has chance of out running the opponents, and if you spawned out of the web ranges of the camping gang, then at times it is better to burn away rather than trying to burn back to the gate.

e.g 1. You are flying a Stabber and the opposition's made up of Maller, Arbitrator and Auguror, and the nearest enemy ship is 16km away from where you spawned after gate jumping: you have reasonable chance of burning away and them not being able to catch you

e.g. 2. You are flying a plated Vexor and you run across a camp consisting of Stabbers and Cynabals : burn back to the gate. You are not going to out run them/pull away from their point range.

Of course things are more complicated these days with HIC long range scram and recons such as Lachesis/Huggin, but you get the basic idea.


2. Make a quick DPS/EHP calculation (your DPS vs. your target's EHP)

Obviously you can't be exact here but say, if you are flying a gank Brutix and the enemy camp tackled you with a recon and they have no big logi support. It depends on the gang size but if the camp is small you have pretty decent chance of taking down things like Arazu/Rapier before you pop yourself, IF you were lucky enough to have spawned within scram range of those ships.

This happened to me a few times when I used to fly full gank shield Brutix and I had a lucky spawn point. Absolutely no chance of escaping, but if I could take down an Arazu with faction scrams or Rapier with faction webs, it's not a bad trade. Especially in low sec where the tackling recon has to first take the sentry gun this has decent chance of working (but a lot of it depends on luck as you are not going to get close to long scram Arazu or dual web Huggin if you've spawned 19km away from it in your blaster boat)

3. Unless you've fit your ship for the specific purpose of small gate camp busting (as in prepared for 1 vs. 3~5), you are not going to kill them all. Consider above points, make quick judgement on whether to burn back or burn away, and if you are going to fight, go for the one you have the highest chance of killing before you die yourself.

No point shooting at Proteus/Legion/Loki just because it's the most expensive ship on your overview, because you are very unlikely to kill it. Choose the target that you can actually take down before you pop and pour everything on to it.

in summary, a lot of things will depend on your spawn point and what you are flying and what the camp gang has on field. The key point is analysing the situation and making quick decisions, and most importantly, knowing your limitations. If option A is just not going to work (e.g. out running stabbers and cynabals in your 1600mm plated Vexor), then at least go for option B from the start (pick a target within tackle range and overload everything on him), instead of making a half hearted attempt at A (escaping) only to get caught and not having any chance to take anyone down with you.