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Solo Pvp with larger ships

Author
Astroniomix
School of Applied Knowledge
Caldari State
#21 - 2012-04-03 16:27:51 UTC
Perihelion Olenard wrote:
Vimsy Vortis wrote:
Hyperions with two large armor repairers are very good for solo station horseshit.

Unfortunately, even with it's defensive bonus, dual repairers do worse on the hyperion than on the megathron or dominix simply because it doesn't have that seventh low slot. You would need a triple repair setup on the hyperion in order to pass those other two ships in tank. Even then one tier 3 BC could break it. The hyperion in it's current form does not justify it's price, IMO.

WTB: 8 lowslot hype
Ka Jolo
The Tuskers
#22 - 2012-04-03 16:57:22 UTC
Maximus Hashur wrote:
Whats everyone's opinion on solo PvP with battlecruisers or battleships? So far I've been told ill lose it and that it will just cause people to bring out their big guns.

I don't really care about losing a high value piece of simulated hardware. Im looking for fun and some serious engagements.


One advantage BC's have over frigates in soloing is they can tank sentry guns when necessary. PVP in frigates means you worry more about relative sec status, aggro mechanics, and terrain.

I think you'll find that lowsec PVP corps will mostly fly solo in cruiser (recon, HAC, T3, etc.) and BC hulls--ships that move around quickly and get the job done while tanking a reasonable amount of damage. However, frigates always remain on the menu and remain popular choices--and not just the faction hulls, AFs and inties--and battleships are viable for certain solo scenarios.
Maximus Hashur
Federal Defense Union
Gallente Federation
#23 - 2012-04-03 20:56:39 UTC
do tactics specific to the nano drake come into play on your belief in its superiority?

meaning can it be a good ship to battle in if you have little experience with tactics or manual ship piloting. Im not talking about hitting orbit at 15K, i know i need to learn the basic manuevers.

Looked up...saw this F***ING clown dropping like a rock.  Woke up in Vylade wondering what just happened!!!

chatgris
Quantum Cats Syndicate
Of Essence
#24 - 2012-04-03 23:44:04 UTC
Maximus Hashur wrote:
do tactics specific to the nano drake come into play on your belief in its superiority?

meaning can it be a good ship to battle in if you have little experience with tactics or manual ship piloting. Im not talking about hitting orbit at 15K, i know i need to learn the basic manuevers.


Tactics are definitely important, but there's no one game plan to win them all, so here's some hints for some common situations

1v1 fighting against another BC.

Stage 1) If the ship you are fighting is much faster than you AND would crush you if it caught you, try coming in at range to begin with and start hammering him from 60km while burning away. At some point you want to close in for the 20km point, and choosing that time is an art. The idea is to soften your target up early from the relative safety of range, and then play the riskier game of holding point after he's hurt and you getting scrammed would be 100% death.

Stage 2) Once you are in the "hold 20km point stage" using "keep at range" with 20km is useful. Overheat your webs so that if the enemy does overheat his MWD and closes on you, you can web him before he hits scram range.

Stage 3) When it's obvious that the enemy has completely lost and even if he tossed a scram on you he'd lose, he'll be desperately looking to escape, you can opt to charge in an double web your target to ensure he doesn't escape. Often at this point if you are solo you'll start running low on capacitor, so trapping him with two webs means you can usually leave your MWD off more often

1 vs many

If you are only one against many, you probably won't be able to drop enemy bc's that easily (it gets much easier once you are 2-3 vs many to do so). That doesn't mean there's nothing you can accomplish: In fact, you can slaughter a lot of their tackle. The goal is to burn away, often overheating at the start, and draw their tackle away from the main fleet, *BUT NOT MORE THAN 150km* (unless you are in a plex where warping cannot occur). Generally once you get the tackle about 100km away from the main enemy force, that is your time to overheat, uturn double web the tackle and kill it before the enemy fleet can burn in to get heavier points on you. Often it is a race from the time you start to get far away enough from the main blob before the enemy tackle scrams you, you hope you are far away enough from the main fleet by that time to kill the tackle then warp off to rinse and repeat. TIP: While killing tackle, ALWAYS be aligning to something you can warp to. That means you can get out that crucial 5-10 seconds earlier than if you waited to blow up the target and then get out.

If you want to do more solo against large enemy fleets than just slaughter tackle, you can also go after softer targets like cruisers or dumb bc pilots that let you hammer on them for a few minutes with missiles before you go in for the kill. When you do close for the kill, your general plan is to see if all the enemy blob is to the right side of the target you and trying to kill, and then you swing left holding point but staying out of scram range. Against smaller blobs (say 5v1) this is feasible.

ESCAPE

You would be surprised at how slippery a nano drake pilot can be, but you MUST be aware of your surroundings. A good tactics is to always be aware of enemy warpouts and generally you want to be burning away from the fleet while aligned to a celestial: That means if you are trying to get that tackle to separate from the fleet, but you realize that it's about to get into scram range, you can warp out at a moments notice.

If you are already tackled with a long point, you would be surprised at how often you will escape even from a faster opponent. If you overheat your MWD, and overheat your webs, once the enemy gets in web range hit them with two webs. If you are trying to burn away to a celestial, that slowdown will more often than not be enough for you to escape point range and warp away.

Another thing you want to be aware of is that many non-nano pilots think that they can catch you by probing/having good warpins. A common tactic that a gang may play is for a long range ceptor to point you, then the bulk of the fleet will warp away and then warp back to the ceptor to catch you. In the case where you are attempting to escape (always shooting the ceptor, you'll wear him down eventually) towards a celestial, and you see the fleet warp off to that celestial, they're going to try and warp back to that ceptor at range so you run right into them. As soon as you see some people warp off to the celestial you were motoring towards, choose another celestial in a different direction and start burning towards that one: Then they will be unable to land on you with a warp to ceptor at range option.

So, in summary your goal when flying a nano drake is to
a) Separate weak but fast ships away from the fleet, but within warp range, Dual webs to slaughter them
b) Keep short range bc's at a range where you do more damage to them then they do to you. Use overheated webs to punch at enemies closing before they hit scram range
c) Always track celestials that are away from the blob that you can burn towards so that you can escape faster
d) Watch for enemies warping out, see where they warp to and don't allow yourself to fall for the warp back to tackler at range from celestial you are burning to trick
e) Agility is key in the drake, it's just as agile as a hurricane. If you can't outrun someone, you can often out-turn them. Make a 90degree turn and you can usually get away from 100MN ab tengus for example.
f) Damage types are key against frigates. Use mjolnor against gallente and caldari t2 frigs, use inferno against amarr t2 frigs. Otherwise, kinetic is usually the way to go.
g) Remember that your webs have just as much an offensive use as defensive. Caldari have more mid slots than any other race, and you can get the upper hand with ewar.
Dibblerette
Solitude-Industries
#25 - 2012-04-04 00:06:07 UTC
chatgris wrote:
The Nano-Drake Bible.


Best post I've seen on these forums in ages. Heed these words, try recording and watching some of your own fights, don't be afraid to pop and you're well on your way to being a good solo pilot.
Perihelion Olenard
#26 - 2012-04-04 01:23:00 UTC  |  Edited by: Perihelion Olenard
Astroniomix wrote:
Perihelion Olenard wrote:
Vimsy Vortis wrote:
Hyperions with two large armor repairers are very good for solo station horseshit.

Unfortunately, even with it's defensive bonus, dual repairers do worse on the hyperion than on the megathron or dominix simply because it doesn't have that seventh low slot. You would need a triple repair setup on the hyperion in order to pass those other two ships in tank. Even then one tier 3 BC could break it. The hyperion in it's current form does not justify it's price, IMO.

WTB: 8 lowslot hype

Eight is a bit too much, but seven would make it better. The megathron navy issue has eight. CCP did say that once ship tiers are removed ships needing another slot or some help would get it. Hopefully they'll give the hyperion and brutix another low slot. Or, at least increase something to allow them to defend themselves better to fulfill their respective role.
Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#27 - 2012-04-04 18:32:43 UTC  |  Edited by: Deen Wispa
@ Chatgris - Would love to see a fraps of you pvping in your drakes someday even it is against Unistas :)

High Five. Yeah! C'est La Eve .

BolsterBomb
Perkone
Caldari State
#28 - 2012-04-04 19:16:30 UTC
Dibblerette wrote:
chatgris wrote:
The Nano-Drake Bible.


Best post I've seen on these forums in ages. Heed these words, try recording and watching some of your own fights, don't be afraid to pop and you're well on your way to being a good solo pilot.



Hes really not THAT good.... ;p

Brig General of The Caldari State

"Don" Bolsterbomb

Traitor and Ex Luminaire General of The Gallente Federation

Mr Bigwinky
The Scope
Gallente Federation
#29 - 2012-04-13 09:15:28 UTC
I am of the opinion that it is great fun.

Personal favourite is a buffer fit megathron (3x1600, scram, web, heavy neut, heavy cap boost version)
I also carry 4x garde II and 5x warrior II in it.

Like any ship you have to be careful what you engage but the heavy neut knocks out most kiting ships (unless they have boosts and are able to stay out of 26km)
There is quite a large amount of ships you can solo with it though.

Small ships sometimes think they can kick your ass until webbed, scrammed, neuted and a flight of light drones hit them.

Welcome to EVE online, here's your rubix cube, go F*** yourself ♥
Roosterton
Sebiestor Tribe
Minmatar Republic
#30 - 2012-04-21 23:24:01 UTC
Quote:
A single frigate or AF will kill you.


A neut and a flight of light drones is plenty to deal with small frigates. It's not like the Rokh is especially dependent on mobility and will need to instantaneously kill the tacklers. Maybe if it were a kiting ship that needs to avoid webs/short scrams, then yes, but not a Rokh.
Darthewok
Perkone
Caldari State
#31 - 2012-04-22 09:19:41 UTC
I suggest you spend a lot of time in My EVE section of the forums and player videos wiki to see how people do it.
(Check out Kil2's podcast too on solo PVP in My EVE section.)

Solo BC/BS requires very high player skill level and is very costly to learn.
Drake, Hurricane, Myrmidon, Dominix are the most classic ships to solo in.
Most rely heavily on active tanking, cap boosting and gate aggression mechanics to survive gangs.

CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0

Annie Anomie
Federal Navy Academy
Gallente Federation
#32 - 2012-04-22 11:46:51 UTC  |  Edited by: Annie Anomie
BCs are one thing. BSs are another.

BCs are still relatively mobile (especially the nippy shield variety) and on the right side of being able to kite / run away etc.

Most BSs are not so you're really reliant on not suddenly finding an engagement you thought you wanted to take suddenly turning into one you don't want.

I suppose it depends how well you know the area.
IbanezLaney
The Church of Awesome
#33 - 2012-04-23 06:34:06 UTC
The only way to get a BS 1v1 is an arranged fight. Otherwise your BS will die covered in webs and scrams while trying to run back to the gate.

Battlecruisers are the way to go - you have the mobility to get out when needed.

That said - Navy Scorp with a nano or two isn't much slower than a drake.

4 Heavy NOS + 4 torp lanchers + Big Tank was a fun ROKH fit that I tried on the test server. The 4 x NOS did an OK job of keeping the active tank going - saving the cap boosters for when you really need them.
Maybe the 4 NOS was overkill and a heavy neut in one of the NOS slots would have been better - I'll try it whenever I cbf updating my sisi client.
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