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How To : Break/Escape Warp Core Destabilization

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Todath Narod
Integrated Secure Resources Extraction
#1 - 2013-03-12 00:35:44 UTC
Probably this question has been asked an answered 1000 times or more, so one more time won't hurt. Much.

Everyone knows that the best way not to get tackled is to have more warp core stabilization than a potential enemy has scramble. There are times however, when one has the wrong fit in the wrong place (you were doing something else and checked the place out for gankers well in advance, etc.) and you get scrambled and can't warp. What do you do then? Are there modules that can break the scramble, if only for enough time that it takes to warp out?

My Thoughts :

As a new Evian, my thoughts are worth . . . well, not much. But, in order to get the discussion going in the right direction, I'll share them anyway.

Does the warp scrambler require a target lock in order to work? If the answer is yes, then some modules which break target lock may allow enough time to warp out. Or, if you have a cloaking device, once target lock is broken one can cloak, which . . . I don't know - does that mean you can't be scrambled maybe?

Does the warp scrambler require energy to work? If the answer is yes, one could mount energy drains and destabilizers, which after a while would drain the tackler of the energy needed to sustain the scram.

These are just my initial guesses at how to resolve that situation - in a solo mode.

Any and all valid ideas, meaning they have been tested and they work, would be a very useful contribution to the thread. My goal is to mount modules that could break a warp scramble somehow, but would also be useful in other cases, such as ratting, incusions, or missions. I could mount 4 or 5 core stabs, but that seems like overkill and a waste if there are other solutions.

Fire away, guys + gals. And, yes, my battlecruiser got blown up last night - by a goll durn frigate doing what I have since learned was a speed tank orbit. My guns couldn;t hit crap, and I couldn't warp out. It didn't help that I was in the middle of a ratting battle against and NPC cruiser, which was hitting for 300 damage a pop, either. Frustrating, and a bit stupid on my part. Not to mention embarassing. Trying to learn from it . . . and that means from you all.
Angelique Duchemin
Team Evil
#2 - 2013-03-12 01:00:27 UTC
The opponent wasted a module to catch you. If you didn't put a module towards a warp stab then you are per default at a tactical advantage. After that it's rock paper scissors over the ships you two brought to decide the winner.

Your advantage is slightly undermined by the fact that the opponent. Knowing full well what ship you are in, decided to engage you so he probably consider the ship odds to be in his favour.

Note that you need a medium sized neutralizer or he will just outrange you and a medium neutralizer on a BC will use up 20% of your power grid.

You could break the target lock with ECM bursts but the range is half that of his warp disrupt range and if he's already faster then you won't be doing that either.


But even with all this speculation.... You're in a PVE ship and he is in a PVP ship with the initiative and first strike. The odds are stacked very badly against you after he has evaluated your ship and made the choice to attack.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Seraph Castillon
Death Metal Frogs
Ribbit.
#3 - 2013-03-12 01:36:41 UTC
Double webs, drones, medium neut, high tracking guns.

Also: newbies these days seem to have way too much money, belt ratting in a BC before they know what's what.
Todath Narod
Integrated Secure Resources Extraction
#4 - 2013-03-12 02:07:47 UTC
Seraph Castillon wrote:
Double webs, drones, medium neut, high tracking guns.

Also: newbies these days seem to have way too much money, belt ratting in a BC before they know what's what.



Right. Like I said, I am a new Evian and don't know what's what. Hence the post. Thanks for redundantly pointing that out. Also, didn't understand 98% of your 7eet 7ingety there. If you want to help out, you need to explain stuff, not just come in and demonstrate the fact that you have 1000x experience than someone with about a month under their belt. Your reply here adds very little to the understanding of a typical new Evian.
Todath Narod
Integrated Secure Resources Extraction
#5 - 2013-03-12 02:16:50 UTC  |  Edited by: Todath Narod
Angelique Duchemin wrote:


You could break the target lock with ECM bursts but the range is half that of his warp disrupt range and if he's already faster then you won't be doing that either.


But even with all this speculation.... You're in a PVE ship and he is in a PVP ship with the initiative and first strike. The odds are stacked very badly against you after he has evaluated your ship and made the choice to attack.


Yes that was pretty much the situation. However, the ganker was orbiting at around 2000m or less - that's the reason none of my guns could hit. I was also webified I think, because my speed was around 60 m/s instead of 202. Dude has 3 or 4 years playtime and had a T2 or whatever gun in the kill report.

My thought is that if someone wants to try to speed tank with a close orbit, then I could have an ECM module to break the scram - I have a lot of ECM modules I've made or captured, but I can't figure out what to do with them. The descriptions and functions of the various ECM / ECCM modules leave a lot to be desired - so I'm left to wonder which one would work in that situation. ECM Burst modules only - or are there other names and types of modules that break target lock.

But your post here is valuable because it confirms that the tackler must have target lock to maintain the scram. So I will start researching modules that can break that - even if they will only work in those situations where the attacker is close enough. If the attacker is further away and my guns can hit, I'll accept that battle.

Also another idea derived from my mistakes was that I had fitted a microwarpdrive which was, of course, totally non-functional once the attack developed. Afterburners, however, I assume, will still work when you are scrammed - but will also still be effected by a webifier. Nevertheless, if I had any ability to manuver, I might have been able to hit with the guns a few times (and at roughly 400 points per hit it might have altered the dynamic of the fight). Even with a webifier - if I had had a 10MN afterburner I would still have been able to move somewhat - as it was my speed was practically 0 which also enable the NPC full hits and damage.

Thanks.

Incidentally, great info in your sig - I am a serious student of WW2 and was only superficially aware of Wizna. Thanks again.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#6 - 2013-03-12 02:30:32 UTC

Very few people fit warp core stabs to their combat ships... that's just funky and generally considered a waste of a slot!

If you get tackled, there are three common techniques used to "break tackle" and escape:

1.) Outrun them.... Hit your microwarp, web them, scram them, overheat your modules to go faster and keep them slowed down, and simply outrun them while aligned to an object. Once you are beyond their tackle range... warp away... This works on larger ships.... which are typically slower than you, and ideally when you aren't scrammed...

2.) ECM Them.... Some people fit ECM bursts to break their lock and spam warp to warp away as soon as it succeeds. Other people use ECM modules (although fairly rare), and other people use ECM drones... which work fairly well... This method works on all ships, but requires luck. ECM drones are easy to destroy... so it's very much a luck race...

3.) Neut them.... You can neut out many ships and warp as soon as their tackle falls due to lack of cap. This generally works on frigate hulls moreso than larger ships... and takes some time...
Haulie Berry
#7 - 2013-03-12 02:34:35 UTC  |  Edited by: Haulie Berry
The correct number of warp core stabilizers on a combat ship is, almost always, 0.

ECM can break target, and thus break a tackle, yes. Energy neutralizers can drain their cap and, again, break a tackle. A flight of light combat drones could very well be enough to thwart the attack you're describing. If you're faster than them, you can burn away until they lose the point due to distance.

You're probably asking the wrong question, though. This is definitely an ounce of prevention Vs. pound of cure sort of thing. Keeping an eye on local and using your directional scanner to avoid being tackled in the first place is vastly more likely to keep you in your ship, and doesn't require any fitting compromises at all.
chatgris
Quantum Cats Syndicate
Of Essence
#8 - 2013-03-12 02:37:57 UTC  |  Edited by: chatgris
Todath Narod wrote:
Everyone knows that the best way not to get tackled is to have more warp core stabilization than a potential enemy has scramble.


I barely skimmed your post after this massive fail.

a) Directional scanner lets you know when something is close
b) Being aligned helps you warp out faster
c) Fighting and killing the guy tackling you works too
d) Energy neuts works to neut out the person pointing you, especially if you are a larger ship. While neuting them, be aligned to something and be spamming warpout
e) ECM drones are pretty good

but all in all, the quoted statement just makes me weep for mankind.

EDIT: Oh yeah, if you don't want to pvp, stay in high sec or go to nullsec.
Angelique Duchemin
Team Evil
#9 - 2013-03-12 02:49:03 UTC
at 2000 meters then neuts are viable. You will zap a frigates meagre capacitor in moments . Scout drones are also good against smaller ships and the number one threat against fast tacklers.

The way I understand it is that ECM bursts are meant to be fitted on battleships and supposedly don't work very well on smaller ships and may even break the users own lock if used on a smaller ship.

Just a bit of general information about the ECM burst. it will count as an act of aggression against all ships within its range. Not a problem in lower security areas but in high sec if the attacking player can sneak another ship within your ECM range then Concord will will be called against you.

Some people use them in PVE and another player then sneaks up on them to catch a hit from the ECM burst to call in Concord.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Todath Narod
Integrated Secure Resources Extraction
#10 - 2013-03-12 03:25:33 UTC
chatgris wrote:
Todath Narod wrote:
Everyone knows that the best way not to get tackled is to have more warp core stabilization than a potential enemy has scramble.


I barely skimmed your post after this massive fail.

but all in all, the quoted statement just makes me weep for mankind.

EDIT: Oh yeah, if you don't want to pvp, stay in high sec or go to nullsec.


The info you provided was helpful. The rest . . . not so much. Like I said : new guy. Oh, wait, I forgot, when you were a month into Eve you were perfect.
Todath Narod
Integrated Secure Resources Extraction
#11 - 2013-03-12 03:41:05 UTC
Gizznitt Malikite wrote:

Very few people fit warp core stabs to their combat ships... that's just funky and generally considered a waste of a slot!

If you get tackled, there are three common techniques used to "break tackle" and escape:

1.) Outrun them.... Hit your microwarp, web them, scram them, overheat your modules to go faster and keep them slowed down, and simply outrun them while aligned to an object. Once you are beyond their tackle range... warp away... This works on larger ships.... which are typically slower than you, and ideally when you aren't scrammed...

2.) ECM Them.... Some people fit ECM bursts to break their lock and spam warp to warp away as soon as it succeeds. Other people use ECM modules (although fairly rare), and other people use ECM drones... which work fairly well... This method works on all ships, but requires luck. ECM drones are easy to destroy... so it's very much a luck race...

3.) Neut them.... You can neut out many ships and warp as soon as their tackle falls due to lack of cap. This generally works on frigate hulls moreso than larger ships... and takes some time...


Point 2 : there are dozens of different ECM modules. I cant figure out which one works in this situation, and, as I mentioned, the descriptions are kind of cryptic.

Point 3 : Neut is game lingo for . . . draining their energy? So anything that either destabs their energy or vampires it will drain cap and break lock?

Point 1 : The outrunning thing was obvious, even to me . . . except that in the case mentioned I couldn't run and the attacker knew what he was doing : he had me down to 60 m/s and circled me so my guns couldn't hit anything (speed tanking I guess, it's really knowing exactly what range and what speed will exceed your typical enemy's weapon tracking speed - I should mention that I anticipated this and had a rig to increase tracking, but my big guns weren't much helped) . My fitted microwarp didn't work, which I assume was because warp destabs also affect microwarps. So, as I mentioned, I was thinking about using afterburners as a counter - but no BC with any burners is going to outrun a frigate . . . unless one can webify the frigate and combine that with some other tactics.

I guess the idea of breaking lock and cloaking is a no - go since no one has taken that up - wouldnt have worked in that situation because I was also under attack by an NPC cruiser.

What I am getting so far is that the typical counters involve Running if possible (wasn't here), ECM and Energy drains to break lock, and also attacking (which, again, didn't work here because the attacker was doing a form of speed tanking I guess).

One mistake I made was returning drones to bay from their attack on the NPC. I should have had them attack the frigate, but it probably wouldn't have made a difference since the guy was also replacing shield loss quite quickly from the guns that were hitting (I had 2 slots with 180mm dual autos, which had a better tracking rate - specifically for short range defense).

For a situation in which someone is doing a close orbit and nullifying your bigger guns, I also had the thought of fitting a Smart Bomb, which does a reliable amount of damage at 4k or less - it isn't much damage, but in combination with things that do hit, like smaller guns and missiles, it might be enough to dissuade an attack like this.

Anyway, keep em coming. Thanks to those who have genuinely tried to help. If any other new Evians are reading this, it is surely clarifying matters somewhat. - and I;ll take all the 7eet jackhole comments from the others just to serve*that* purpose.
Todath Narod
Integrated Secure Resources Extraction
#12 - 2013-03-12 03:45:43 UTC
Angelique Duchemin wrote:
at 2000 meters then neuts are viable. . . . hit from the ECM burst to call in Concord.



Amazing post. Thanks.

Yes I was looking at the ECM burst module - actually had done that several times prior to this encounter as part of my not-yet-hopeless effort to figure this aspect of Eve out. But the description said, as you suggested, that only battleships can use it to full effect. I never would have thought of the sneak Concord in tactic that you described, so that's good to know.
Todath Narod
Integrated Secure Resources Extraction
#13 - 2013-03-12 03:54:43 UTC
Let me give you yet another example of my confusion here. As if more were required.

I have a BPC for ECM - Spatial Destabilizer I. The description for this says : " Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems."

Does this mean that this module will break a target lock? Or does it just reduce accuracy? When I target things, I don't use a target painter, so what kind of target locking am I doing? Is it Gravimetric or what? What kind of targetting is typically used in a 1 on 1 gank situation to scram the warp core?

See what I mean? These descriptions are meant for people who know what all the other terms, systems, and mechanics are, knowledge that takes months or years to acquire, usually at some cost.
Todath Narod
Integrated Secure Resources Extraction
#14 - 2013-03-12 04:05:19 UTC
Haulie Berry wrote:
The correct number of warp core stabilizers on a combat ship is, almost always, 0.

ECM can break target, and thus break a tackle, yes. Energy neutralizers can drain their cap and, again, break a tackle. A flight of light combat drones could very well be enough to thwart the attack you're describing. If you're faster than them, you can burn away until they lose the point due to distance.

You're probably asking the wrong question, though. This is definitely an ounce of prevention Vs. pound of cure sort of thing. Keeping an eye on local and using your directional scanner to avoid being tackled in the first place is vastly more likely to keep you in your ship, and doesn't require any fitting compromises at all.


Thanks for this. I should mention that I also set up an overview filter which I called "tactical watch" for mining or ratting so that I can see if any players warp in - everything is out of the overview except ships and escape locations, and I generally roll back the view to wide so I see out 100 to 200km. That has actually saved my bacon a couple of times. I still need to work on various overview filters for various situations.

One of the points of the OP and this thread was exactly fit modules or gear *instead* of wc stabs. I think you are absolutely right, but as a newb I will probably fit one or two as a sort of pacifier until I know enough about other gear and tactics that work.

Here is something I do that might help other folks struggling at this level : Never hang around near the beacon of a belt. I generally go to the other side of the roid semicircle and mine or rat from there. When a ganker pops in, they usually pop in at the beacon or within 10km of it - when that happens I am almost always about 50km from the beacon and pack up my marbles and fly home. Again, this has also saved my bacon a couple times. In the situation where I did get ganked, I had been fighting the NPC cruiser and a couple destroyers for about 5 minutes, and had gotton within 10km or so of the damn beacon - and it was just blind luck for the other guy that that's where I was. He tackled me about 10 seconds after warping in.

IbanezLaney
The Church of Awesome
#15 - 2013-03-12 04:10:32 UTC
Todath Narod wrote:
Probably this question has been asked an answered 1000 times or more, so one more time won't hurt. Much.

Everyone knows that the best way not to get tackled is to have more warp core stabilization than a potential enemy has scramble. There are times however, when one has the wrong fit in the wrong place (you were doing something else and checked the place out for gankers well in advance, etc.) and you get scrambled and can't warp. What do you do then? Are there modules that can break the scramble, if only for enough time that it takes to warp out?

My Thoughts :

As a new Evian, my thoughts are worth . . . well, not much. But, in order to get the discussion going in the right direction, I'll share them anyway.

Does the warp scrambler require a target lock in order to work? If the answer is yes, then some modules which break target lock may allow enough time to warp out. Or, if you have a cloaking device, once target lock is broken one can cloak, which . . . I don't know - does that mean you can't be scrambled maybe?

Does the warp scrambler require energy to work? If the answer is yes, one could mount energy drains and destabilizers, which after a while would drain the tackler of the energy needed to sustain the scram.

These are just my initial guesses at how to resolve that situation - in a solo mode.

Any and all valid ideas, meaning they have been tested and they work, would be a very useful contribution to the thread. My goal is to mount modules that could break a warp scramble somehow, but would also be useful in other cases, such as ratting, incusions, or missions. I could mount 4 or 5 core stabs, but that seems like overkill and a waste if there are other solutions.

Fire away, guys + gals. And, yes, my battlecruiser got blown up last night - by a goll durn frigate doing what I have since learned was a speed tank orbit. My guns couldn;t hit crap, and I couldn't warp out. It didn't help that I was in the middle of a ratting battle against and NPC cruiser, which was hitting for 300 damage a pop, either. Frustrating, and a bit stupid on my part. Not to mention embarassing. Trying to learn from it . . . and that means from you all.



Self destruct will give you the result you require.

As one of my alliance members says 'Oh nice stabby fit - Do they make them for men too?'
Todath Narod
Integrated Secure Resources Extraction
#16 - 2013-03-12 04:27:29 UTC  |  Edited by: Todath Narod
IbanezLaney wrote:
Todath Narod wrote:



Self destruct will give you the result you require.

As one of my alliance members says 'Oh nice stabby fit - Do they make them for men too?'


Immediately after I got blown up, I wish I had self-destructed instead. Just for the satisfaction. Nice tell on your views about women.
Haulie Berry
#17 - 2013-03-12 05:04:49 UTC
Todath Narod wrote:
Let me give you yet another example of my confusion here. As if more were required.

I have a BPC for ECM - Spatial Destabilizer I. The description for this says : " Projects random bursts of gravitons that disrupt accurate targeting. As expected this system works best against Gravimetric targeting systems."

Does this mean that this module will break a target lock? Or does it just reduce accuracy? When I target things, I don't use a target painter, so what kind of target locking am I doing? Is it Gravimetric or what? What kind of targetting is typically used in a 1 on 1 gank situation to scram the warp core?

See what I mean? These descriptions are meant for people who know what all the other terms, systems, and mechanics are, knowledge that takes months or years to acquire, usually at some cost.


Every race has its own "flavor" of sensors.
Minmatar = Ladar
Amarr = Radar
Gallente = Magnetometric
Caldari = Gravimetric


ECM modules are similarly flavored. A gravimetric ECM will work well against Caldari ships, but less so against other ships. There is also a "multispectral" ECM that, if it isn't obvious, is decent (but not the best) against all flavors of sensor.

All of this refers strictly to the the actual "lock on" mechanism of the ship itself. It has nothing to do with the activation or function of any individual modules on the ship, except insomuch as they require a lockon to function.

Additionally, ECM is chance based. Every time it cycles, there is a chance it will jam your target. If it succeeds, they will lose all locks, and be unable to lock onto anything for the duration of the cycle. If it fails, nothing happens.

For the scenario you described, most options are going to have some weakness.
-ECM is chance-based - you may be dead before you get a successful jam off. ECM is usually utilized in dedicated setups on specialized ships, with specialized rigs and signal distortion amplifiers to maximize its effectiveness. The cycle time is quite slow (20 seconds?). A single ECM module will be a gamble (at a significant fitting cost) in a 1v1 situation and will be totally worthless 2v1. If you're only going to have one, it almost has to be a multispectral.

-Medium neutralizers - a tech 2 one has a 12.6 km range. If they close orbit you can get them, but a faster target with a warp disruptor can keep you pinned out to 24 km - 28 if they overheat. You may not be able to reach them at all. This might put them out far enough that your guns can reliably hit them - there are a lot of potential variables at play here. If they're cap boosted, they can also offset the effect of the neut (with that said, neuts are an amazing pvp module).

-Drones - can be destroyed, but honestly? This is probably your best bet against a frigate-sized target. A flight of warrior IIs can be dangerous to most frigates. ECM drones are also an option.

-ECM burst - probably a poor choice.
-Smartbomb - they can probably outrange a medium smartbomb and still be under your guns. Also, the damage isn't going to be much to write home about.

Other things:
Watch local chat. If you're in low sec, and there are other people in the system, they want to kill you. This is your best friend.

Directional scanner - is your other best friend.

Consider flying a smaller ship. A cruiser (or even a frigate) is capable of ratting in low-sec. They are cheaper to lose than a BC, and they are easier to get away in.

You should probably also seek some general ship fitting advice - consider posting a fit in Newb Q&A or Ships & Fittings and asking for input.
ShahFluffers
Ice Fire Warriors
#18 - 2013-03-12 06:02:22 UTC  |  Edited by: ShahFluffers
Todath Narod wrote:
Does the warp scrambler require a target lock in order to work? If the answer is yes, then some modules which break target lock may allow enough time to warp out. Or, if you have a cloaking device, once target lock is broken one can cloak, which . . . I don't know - does that mean you can't be scrambled maybe?

Yes... a warp disruptor (1 warp strength) and warp scrambler (2 warp strength) require a target lock before they can be applied. A warp core stabilizer ("warp stab") will counter 1 warp strength per mod.

The exceptions to this are warp disruption "bubbles" and "infini-points"... the former can only be used in 0.0 to -1.0 space and the latter can only be used by Heavy Interdictors ("HICs") and requires a target lock. They both have "infinite strength" and no amount of warp core stabilizers will counter them.

And there are already modules that can break a target lock... they are called ECM. However they are chance based and have low probability of "hitting" on ships without a bonus to them.
edit: you can tell which ECM mod is good against which race based on their color. Red for Minmatar, gold for amarr, green for Gallente, blue for Caldari, and white for general "all rounder" (the last one affects all races equally but with lower overall strength/chances).

With cloaks... you can only activate it if you are not being targeted.

Todath Narod wrote:
Does the warp scrambler require energy to work? If the answer is yes, one could mount energy drains and destabilizers, which after a while would drain the tackler of the energy needed to sustain the scram.

Yes... warp disruptors ("long points") require a fair bit of energy to use. Warp scramblers ("scrams") require less energy and have a higher warp disruption strength (2 as opposed to 1) but have MUCH sorter range (6 to 10km compared to 20 to 28km)

Also bear in my mind that energy neutralizes ("neuts") have certain ranges (6, 12.5, and 24km for small, medium, and large respectively), require large amounts of powergrid to fit, take time to wipe out a target ship's capacitor power, and can be countered with Nosferatu mods ("nos") (which have half the cycle time at the same ranges at the same respective sizes).

Todath Narod wrote:
Any and all valid ideas, meaning they have been tested and they work, would be a very useful contribution to the thread. My goal is to mount modules that could break a warp scramble somehow, but would also be useful in other cases, such as ratting, incusions, or missions. I could mount 4 or 5 core stabs, but that seems like overkill and a waste if there are other solutions.

The real tricks to getting out of a bad situation lie in not being in a bad situation to begin with (using Directional Scanner helps immensely with this), being aware what your options when caught in a bad situation, and/or being prepared to counter hostiles with firepower (avoidance is good, but sometimes you keep to be able to kill people to escape).

Todath Narod wrote:
yes, my battlecruiser got blown up last night - by a goll durn frigate doing what I have since learned was a speed tank orbit. My guns couldn;t hit crap, and I couldn't warp out. It didn't help that I was in the middle of a ratting battle against and NPC cruiser, which was hitting for 300 damage a pop, either. Frustrating, and a bit stupid on my part. Not to mention embarassing. Trying to learn from it . . . and that means from you all.

Did you try using drones? Tech 2 Warrior drones are the PvP drone of choice as they fly and track the fastest. ECM drones can also be used in a pinch (note: each individual ECM drone is weaker than a regular ECM mod).
Stasis webifiers, warp scramblers, and energy neutralizers can help you slow down a hostile enough to apply damage.
Also keep in mind that long range guns (artillery, railguns, and beams) have lower tracking at close range while long range missiles apply less damage.

Basically... if you are going in low-sec or null-sec... fit for PvP by default. You can still kill rats and missions with such fits but you need to alter your tactics in order to use the fit more efficiently (e.g. don't "tank and gank"... use range and/or speed instead).
Gizznitt Malikite
Agony Unleashed
Agony Empire
#19 - 2013-03-12 06:16:28 UTC
Todath Narod wrote:
Gizznitt Malikite wrote:

Very few people fit warp core stabs to their combat ships... that's just funky and generally considered a waste of a slot!

If you get tackled, there are three common techniques used to "break tackle" and escape:

1.) Outrun them.... Hit your microwarp, web them, scram them, overheat your modules to go faster and keep them slowed down, and simply outrun them while aligned to an object. Once you are beyond their tackle range... warp away... This works on larger ships.... which are typically slower than you, and ideally when you aren't scrammed...

2.) ECM Them.... Some people fit ECM bursts to break their lock and spam warp to warp away as soon as it succeeds. Other people use ECM modules (although fairly rare), and other people use ECM drones... which work fairly well... This method works on all ships, but requires luck. ECM drones are easy to destroy... so it's very much a luck race...

3.) Neut them.... You can neut out many ships and warp as soon as their tackle falls due to lack of cap. This generally works on frigate hulls moreso than larger ships... and takes some time...


Point 2 : there are dozens of different ECM modules. I cant figure out which one works in this situation, and, as I mentioned, the descriptions are kind of cryptic.

Point 3 : Neut is game lingo for . . . draining their energy? So anything that either destabs their energy or vampires it will drain cap and break lock?

Point 1 : The outrunning thing was obvious, even to me . . . except that in the case mentioned I couldn't run and the attacker knew what he was doing : he had me down to 60 m/s and circled me so my guns couldn't hit anything (speed tanking I guess, it's really knowing exactly what range and what speed will exceed your typical enemy's weapon tracking speed - I should mention that I anticipated this and had a rig to increase tracking, but my big guns weren't much helped) . My fitted microwarp didn't work, which I assume was because warp destabs also affect microwarps. So, as I mentioned, I was thinking about using afterburners as a counter - but no BC with any burners is going to outrun a frigate . . . unless one can webify the frigate and combine that with some other tactics.

I guess the idea of breaking lock and cloaking is a no - go since no one has taken that up - wouldnt have worked in that situation because I was also under attack by an NPC cruiser.

What I am getting so far is that the typical counters involve Running if possible (wasn't here), ECM and Energy drains to break lock, and also attacking (which, again, didn't work here because the attacker was doing a form of speed tanking I guess).

One mistake I made was returning drones to bay from their attack on the NPC. I should have had them attack the frigate, but it probably wouldn't have made a difference since the guy was also replacing shield loss quite quickly from the guns that were hitting (I had 2 slots with 180mm dual autos, which had a better tracking rate - specifically for short range defense).

For a situation in which someone is doing a close orbit and nullifying your bigger guns, I also had the thought of fitting a Smart Bomb, which does a reliable amount of damage at 4k or less - it isn't much damage, but in combination with things that do hit, like smaller guns and missiles, it might be enough to dissuade an attack like this.

Anyway, keep em coming. Thanks to those who have genuinely tried to help. If any other new Evians are reading this, it is surely clarifying matters somewhat. - and I;ll take all the 7eet jackhole comments from the others just to serve*that* purpose.


Point 2: There are 2 Basic types of ECM Modules....
  • ECM Burst... Which breaks the lock of nearby ships (they need to be close 6 + 6 km). It is chance based, and the target can immediately lock again so should be pre-aligned and attempt to warp right after power it off.
  • ECM Jammer... These come in 5 flavors... One for each race, and one that is multispec to jam out every race. The chance of success of these modules not very high, even on a frigate, and moreso with the multispec... unless you are in a ship bonused to Jam Strength (Griffin, Kitsune, Blackbird, Rook, Falcon, Scorpion, Widow).

  • Point 3: Neut is short for Energy Neutralizer. Energy Neutralizers consume a healthy amount of your cap in exchange for taking away even more of your enemies cap. This is different than an energy vampire (aka Nos), which steels some of your enemies cap and gives it to you (assuming they have cap to give). Generally speaking, the Nos is how a well-fit frigate counters a Neut by steeling enough cap to keep tackle and guns going.

    Combat drones can fend off a frigate... but they can also be easily destroyed. recalling and redeploying drones is a good way to help keep them alive while attacking your opponent... but many ships will destroy them quickly and efficiently enough that they won't "save you".

    Quick FYI: Generally mixing gun types on a ship is less than ideal... and very newbish...

    Additional FYI: There are two types of tackle modules. The warp disruptor which requires lots of cap, has a long range (~24 km), and provides 1 point of warp disruption. And the warp scrambler, which requires less cap, has a short range (~10 km), provides 2 points of warp disruption... AND shuts down an enemies microwarp drive (MWD)
    Todath Narod
    Integrated Secure Resources Extraction
    #20 - 2013-03-12 06:32:03 UTC
    I want to thank the last 3 posters for their clarity and civility. I'm certain this will help anyone with similar questions who reads it.

    I have a few more questions and thoughts in response which I will post later on.

    Again, extremely useful and clear info here. TYVM.

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