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EVE New Citizens Q&A

 
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Newbie PVP question

Author
Wedgie Nelson
Dogs of Capitalism Stellar Trade Clearinghouse
#1 - 2013-01-13 22:05:23 UTC
Hi,
I'm new to PVP and have a question. It seem I always get my warp drive and Mico Drive scambled or distrupted. Is there a tactic to use to get out of this situation? Does a warp core stabilizer help alot? Are certain ships hardder to distrupt than others?

Thanks
Tony Unrau
Brave Newbies Inc.
Brave Collective
#2 - 2013-01-13 22:15:30 UTC
All ships are susceptible to warp disruptors/scramblers, in pvp a warp core stabalizer is not practical, the best way to avoid this issue is just pure speed.
Katie Frost
Ministry of War
Amarr Empire
#3 - 2013-01-13 23:31:29 UTC
Wedgie Nelson wrote:
Hi,
I'm new to PVP and have a question. It seem I always get my warp drive and Mico Drive scambled or distrupted. Is there a tactic to use to get out of this situation? Does a warp core stabilizer help alot? Are certain ships hardder to distrupt than others?

Thanks


Just a point of clarification: Disruptor will prevent you from warping (~20-24km range on unbonused ships and without overheating); Scrambler will also prevent you from warping and it will shut-down your MWD (9-10km range on unbonused ships and without overheating). In PvP having these modules fitted is essential, as you would not want your target warping away as you are about to lay the killing blow. Having one over the other is a matter of fitting choice for your ship.

Warp Core Stabilisers and ships that have a bonus to their warp strength, really have no place in PvP. They are modules/ships used when you are trying to avoid fighting (such as logistics etc). At times, and this is very situational, Warp Core Stabilisers could be used in PvP; but in general teams, they are considered a coward module and a waste of a low slot.

To answer your other question regarding tactics, you can successfully avoid being warp disrupted or scrambled by keeping out of the respective ranges of these modules. However, this also prevents you from utilising such modules yourself as the logic follows. General rule of thumb is, if you go into scramble range (>10km), you are generally committed for the duration of the fight. There are ways to gain an upper hand in these close quarter engagements, namely fitting an Afterburner or having webs, which allow you to have a base speed above that of your opponent and can therefore allow you to move out of the scramble range if needed. These fits are more popular with your ‘brawler’ setups; or rather, high-DPS/tank, close range ships.

Warp disrupt range (20-24km) is a bit more open ended and depending on the speed of your ship and that of your opponent, you have more flexibility to disengage and warp away if required. This is more applicable to nano-fits, namely, ships that are fit for speed and range.

As you can imagine, a lot of this is very situational and based on the kinds of ships you are flying and the type of opposition you are up against. Best way to test the appropriate tactics/fits is to practice either by getting someone experienced to show you or by getting blown up a whole lot - the latter is generally unavoidable in the early stages of PvP.

Good luck either way.
Some Rando
University of Caille
Gallente Federation
#4 - 2013-01-13 23:45:09 UTC
Tony Unrau wrote:
All ships are susceptible to warp disruptors/scramblers, in pvp a warp core stabalizer is not practical, the best way to avoid this issue is just pure speed.

To expand on this, warp stabilizers (stabs) should never be fitted to a PvP boat because they penalize your target locking range and your scan resolution (which governs lock times). This means it takes longer to lock your target (which is time better spent shooting the target) and you have to be closer to them to lock.

The two most common types of warp disruptors, or "points", are disruptors themselves (long point) and scramblers (scram). Scrams have the added advantage of shutting off a ship's microwarp drive (if any) so speed may not be an option for escape if you're scrammed.

The best way to escape fights in EVE is to avoid them completely.

CCP has no sense of humour.

J'Poll
School of Applied Knowledge
Caldari State
#5 - 2013-01-13 23:51:44 UTC
2 ways to prevent being pointed/scrammed:

1.) Keep out of range.
2.) Kill the guy.

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Minmatar Citizen160812
The LGBT Last Supper
#6 - 2013-01-14 00:36:49 UTC
Wedgie Nelson wrote:
Hi,
I'm new to PVP and have a question. It seem I always get my warp drive and Mico Drive scambled or distrupted. Is there a tactic to use to get out of this situation? Does a warp core stabilizer help alot? Are certain ships hardder to distrupt than others?

Thanks



Sure a full rack of warp stabs will keep you from getting pointed. It'll gimp everything else but at least you'll be able to run away.
Inxentas Ultramar
Ultramar Independent Contracting
#7 - 2013-01-14 01:06:52 UTC
Yup, Warp Core Stabilizers are the way to go for industrials.

What you are probably looking for are cap neutralizers, targeting disruptors or target breakers. The former work by negating an amount of cap. Usually not enough to quickly disengage a scram, but fits that depend on their MWD will run out of cap fast while neuted. Screwing with people's locking mechanism or targeting range is another idea.
Eternal Montage
Myriad Sequence
#8 - 2013-01-14 21:38:06 UTC  |  Edited by: Eternal Montage
Katie Frost's explanation was pure poetry and I couldn't explain it better myself, but to expand on this there are a few ways you can get away once you've been tackled (scrammed/webbed).

1. If you have a scram and a web on your ship you can use it on the enemy to slow them down and allow you to slowly pull away and potentially get out, but you will likely need to overheat one or both of the modules to pull this off for the slight bit of extra range.

2. You can also use a scram and an afterburner, in some ships an afterburner is enough but that's rare (afterburner isn't shut off by a scram, though your speed is still decreased by a web).

3. You can also use an energy neut to deplete the attackers capacitor, potentially giving you a small window where their modules are completely deactivated allowing you to escape.

4. You can also use ECM drones which have a low chance of landing an ECM cycle, but cycle often so they actually work pretty well.

5. Don't get tackled to begin with. Know your role. If you're flying a brawler either be prepared to lose the ship or carry ECM drones if at all possible. If flying a kiter, just don't commit unless if you're confident you can win.

In any case, a fast ship has a better chance of getting away. Though an afterburner creates less thrust than a MWD, that thrust works even when you're scrambled. If you wanted to freely get in and out of battles you would need a fast ship with a big tank, dual prop, a scram and a web, and a set of ECM drones... that will get you away from just about any one ship but I'm not sure any ship has that setup. Looking more realistically at the ships known to be survivers, like say, the Cynabal--it has dual prop typically (mwd AND ab) and it's very fast. Or an assault frigate would be a good example (one with AB, Scram and Web has almost no trouble escaping fights.

It's also important to align BEFORE your ship starts taking hull damage. Aligning takes time, agility helps your align time.
Karloth Valois
1st. Pariah Malefactor corp.
The New Eden Yacht Club.
#9 - 2013-01-15 15:53:49 UTC
Wedgie Nelson wrote:
Hi,
I'm new to PVP and have a question. It seem I always get my warp drive and Mico Drive scambled or distrupted. Is there a tactic to use to get out of this situation? Does a warp core stabilizer help alot? Are certain ships hardder to distrupt than others?

Thanks


If you know your going to be fighting within scram range (closer than 10km) or you think your target will be trying to fight that close it could be a good idea to fit afterburner instead of MWD. Afterburners are not as fast as MWD but are not affected by warp scrams so wont switch off, meaning you get at least some speed boost that could get you out of range if needed.

The risk is of course that you dont have the speed to get into range or stop your target getting too close if your using a afterburner and they have a MWD.

It's not been nice, but thanks for using lube

Daniel Plain
Doomheim
#10 - 2013-01-15 16:35:07 UTC
i'm too lazy to read all the answers so maybe this has already been said. to get out or warp scramblers/warp disruptors, you have three basic possibilities:
1. be faster than your opponent and fly out of range.
2. use ECM modules and hope for a successful target lock jam so you can warp out
3. attack the opponent's capacitor with energy neutralizers. if he has no cap left to run the module, it will turn off and you can warp out.

all of these have varying grades of success, depending on ships, fittings, strategies etc.

I should buy an Ishtar.

Lost Greybeard
Drunken Yordles
#11 - 2013-01-15 18:09:43 UTC
Use an afterburner instead of an MWD, and you won't lose your speed when warp scrambled. Other than that, what other people have said about breaking their lock on you or getting out of their range one way or another.
Klown Walk
Science and Trade Institute
Caldari State
#12 - 2013-01-15 20:24:46 UTC
You're wrong about warp cores for pvp. They can be really good on some of the frigates, especially gallente.
Eternal Montage
Myriad Sequence
#13 - 2013-01-16 14:50:09 UTC
Klown Walk wrote:
You're wrong about warp cores for pvp. They can be really good on some of the frigates, especially gallente.


I agree to disagree. I think they're pretty much the worst module in the game and have almost no use, but some people seem to like them... I see them on KMs :)
Owen Dallencour
Deep Core Mining Inc.
Caldari State
#14 - 2013-01-16 15:19:03 UTC
Great thread and advice, at least for me. Katie and Eternal's responses were very thorough, again, for me. Just wanted to say thank you.
Kojee
Black Rabbits
Black Rabbit.
#15 - 2013-01-16 17:43:06 UTC  |  Edited by: Kojee
Also cloak/warp trick... if that still works
Wedgie Nelson
Dogs of Capitalism Stellar Trade Clearinghouse
#16 - 2013-01-23 02:18:27 UTC
Thanks everyone