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Gate Insta-Death Camps - Am I Missing Something?

Author
Todath Narod
Integrated Secure Resources Extraction
#1 - 2013-04-25 15:54:46 UTC
Ran into a gate camp of 5 BCs and better while in my Procurer. Dead in 8 seconds. Wondering if I am missing something about how to survive here - or whether realistically there is any chance of someone surviving these.

The Context

1. My Warp Technique and Modules Used

I arrive at the camp having come through the gate. I have 2 warp stabs on the low slots of my Proc, and there are no bubbles. I am in the jump cloak, and take a few seconds to assess the situation: 5 large BS or BC class craft, most of the same corp, positioned around the gate in such a way as to bring anything that de-cloaks under most or all of the gunnery of the group.

The procurer has two shield hardener rigs for EM and Thermal, and the adaptive invul in the middle slot. Net hit points 20K.

I have shortcuts or a quick mouse established to do the following :

align to next gate
engage afterburner
disengage afterburner
engage adaptive invul
warp to stargate

The above means that the warp to the next stargate will begin in about 8.3 seconds. I do this. In less than 8 seconds, dead. 5 gatecamp non-creative kill ganking ships (with t2 weaps and modules allowing insta-lock, of course) did 20K damage in less than 8 seconds. There was no lock warning, meaning insta-lock - I was locked the millisecond after I came out of warp. (Makes one wonder what all the fuss is about in the game mechanics regarding signature radius Big smile)

Conclusion : no way to survive these things.

Request : point out how there is a way to survive. What I am doing wrong, what modules I should be using, etc.
Ginger Barbarella
#2 - 2013-04-25 16:13:47 UTC
Sometimes a bird will just sh!t on yer head... Lol

"Blow it all on Quafe and strippers." --- Sorlac

Lady Ayeipsia
BlueWaffe
#3 - 2013-04-25 16:21:48 UTC
Cloak/micro warpdrive trick?

Hope for a celestial (planet, moon, etc) that is easier to align to than.the next gate?

Get a friend to scout for you in a cheap ship/clone.

If possible, fit a damage control II in one of your low slots to increase tank.

Fly a better ship for this job such as a venture.
Todath Narod
Integrated Secure Resources Extraction
#4 - 2013-04-25 16:31:04 UTC  |  Edited by: Todath Narod
Lady Ayeipsia wrote:
Cloak/micro warpdrive trick?

Hope for a celestial (planet, moon, etc) that is easier to align to than.the next gate?

Get a friend to scout for you in a cheap ship/clone.

If possible, fit a damage control II in one of your low slots to increase tank.

Fly a better ship for this job such as a venture.


If you fit a DC2 in 1 of the 2 possible low slots, you can then be scrammed.

Why is a venture better? Seriously, I have no clue here why that's better.

The job is solo low sec mining. Ventures- it would seem to me - suck because they can be killed by NPCs in 0.2. Also, if you warp into a belt and a ganker is already there and in range, the venture is gone in 1 shot. Also, I've had 1 venture blown up while I was exiting a station in Amamake. 1 shot no lock warning. My screen just changed literally in the blink of an eye from driving a venture to driving a pod. There wasn't even any sound indication at all like explosions or anything. Because that was my first time getting blown up, my first question to myself was : "what happened to the module buttons at the bottom of the screen?"

Easier alignments do not matter AFAIK in the context I outlined. No matter what you align to or are jumping to, the warp sequence begins in no less nor more than 8.3 seconds, give or take about .2 seconds for my own actions. It cannot be less until my AB skill is trained up (it is already at level 4 now). The procurer has 20k hit points, so one would think that you could survive almost anything for 8 seconds. Apparently not. ]

I do the cloak microwarp thing with other ships, in the context above it wasn't possble because I was entering the system with the belts that had the ore I needed, and that system has no stations to swap out a cloakie, and the proc has 1 high slot, and only 1.
Marcetti Mastari
Mastari Inc
#5 - 2013-04-25 16:58:44 UTC
Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally.
Zack Sran
The Scope
Gallente Federation
#6 - 2013-04-25 17:02:29 UTC  |  Edited by: Zack Sran
Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.

edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off.
Unsuccessful At Everything
The Troll Bridge
#7 - 2013-04-25 17:14:50 UTC
Marcetti Mastari wrote:
Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally.


This.

Using the AB...especially on a Procurer will result in a much longer time to get into warp.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Todath Narod
Integrated Secure Resources Extraction
#8 - 2013-04-25 17:22:44 UTC
Marcetti Mastari wrote:
Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally.


Nope.

It depends on the agility of the ship. I have timed and tested it on every ship that goes into low sec and the possibility of gate camps.

When you engage the warp, you notice that your speed needle starts going up. Warp actually starts when the needle is at 3/4 of the way to full speed. For some ships, particularly industrials, this can take a long time, my longest was 16 seconds.

However, when you fit an AB module, you can do this. Engage the AB right after you have aligned or started the warp to gate process. Immediately turn the cycle off (red highlight around the module now). The AB cycle lasts, depending on skills 10 seconds or less. In my case, it is 8 seconds. The red highlight simply means the module will not continue to function at the end of the current cycle.

Once you engage/disengage the AB module, two things happen: 1. your speed indicator display changes to reflect your new TOP speed (which is higher than your normal speed), and the needle is positioned and moves along the dial according to what your accel rate is and what your top speed is. Since the AB is currently cycling, your top speed is higher, but your accel rate is also higher.

At the end of the AB cycle, the speed dial and needle display is reset to reflect your new top speed, which is now lower than it was with the AB engaged. In the case of this particular procurer fit, the needle jumps from a few notches *below* 3/4 speed to way above 3/4 speed, sometimes full speed, and the warp to stargate commences immediately.

What is going on here is that you are using the ab to increase your rate of accel during the warp initiation process, and because the AB will not cycle (because you turned it off) as soon as the AB cycle ends, warp starts. So, the net net of this is that you initiate warp depending on your Afterburner skill, which in my case gives me an AB cycle of 8.0 seconds.

If you simply left the AB on and did not have it cycle off, it would take longer to initiate warp than if you had not turned it on at all. But, that's not what we are doing here.

Todath Narod
Integrated Secure Resources Extraction
#9 - 2013-04-25 17:24:07 UTC
Unsuccessful At Everything wrote:
Marcetti Mastari wrote:
Not that it matters much in that situation but I'm pretty sure using your AB will result in a longer align time than if you just aligned normally.


This.

Using the AB...especially on a Procurer will result in a much longer time to get into warp.


Once again, read the above.

I have used a stopwatch to time my warp initiation cycle with and without the ab (using the method described). The cycle is longer without the ab on/off method. No two ways around that.
Todath Narod
Integrated Secure Resources Extraction
#10 - 2013-04-25 17:30:37 UTC  |  Edited by: Todath Narod
Zack Sran wrote:
Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.

edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off.


1. Checking stats. Did that. Do that all the time. Good advice for everyone.

2. Stabs in low - dont want to have this argument. Its a valid choice for travel and non-combat ships. On the proc the only effect of having stabs in low is A) no mining upgrades and B) have to get to within 7k of the roids to mine them. Big deal. The positive effect of stabs is : you can't be scrammed or destabbed, unless there is a bubble which is extremely rare for what I do. If I didn't have stabs in low, I would have been destroyed 3 or 4 times more than I have. In fact, this is the only time I've actually been destroyed in a ship with stabs.

3. The Proc is a tank by default, but having shield or armor tank modules isn't going to do a whole lot in this situation. The cycle time alone for shield and tank modules is longer than it took for the Proc to get destroyed. Read the OP, each ship got off 1 shot - the total damage of those shots was more HP than the Proc has, from start to finish the engagement lasted LESS THAN 8 SECONDS.

4. Reapproach Gate - sorry that takes about 2 minutes in a procurer. If there were tank modules that could fix 20K damage in 8 seconds, or even 40 seconds since the gankers here were using 1400mm Artilery, then I would consider this. No tank modules I know of have the capacity to repair that much damage in 8 or 40 seconds.

4.5 What sig radius to you need to have to avoid getting locked up in about 5 seconds? Are there any modules or rigs that lower sig?

5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything. Even if this happens again, I don't care about losing the ship, just want to have a loss rate that makes going for the rare ores in low sec worthwhile. Right now its kind of a wash.
Todath Narod
Integrated Secure Resources Extraction
#11 - 2013-04-25 17:43:06 UTC
Time to Warp Initiation in Various Ships With And Without AB Cycling

Mammoth

Without : 16.2 seconds
With: 12.5




[will edit this post further as new data is generated]
ShahFluffers
Ice Fire Warriors
#12 - 2013-04-25 18:11:25 UTC
*sigh*
Some of the advice above is sound OP. You're simply hitting your head against the wall hoping for a different result.

- stabs are utterly useless unless you can fit 4 or more. They are also directly countered by Heavy Interdictors and their scripted "infini point." A damage control on the other hand increases your tank by almost HALF.

- the best way to not get killed is to avoid getting into a situation where you might get killed in the first place. To do this try using "back-end" gates that are far from trade hubs. Or use a blockade runner and haul your stuff deep into low-sec.

- Ventures are perfectly suited for low-sec because they are quick and mobile. They don't need a tank when they can simply warp off as soon as something appears on grid. The only place they are most vulnerable is on the undock of a station. Use insta-warp bookmarks and/or warp off to the celestial most in line with your undock path.
Shadow Adanza
Gold Crest Salvage
#13 - 2013-04-25 18:17:48 UTC
Todath Narod wrote:

warp to the next stargate will begin in about 8.3 seconds. I do this. In less than 8 seconds, dead. 5 gatecamp non-creative kill ganking ships (with t2 weaps and modules allowing insta-lock, of course) did 20K damage in less than 8 seconds. .
8.3 seconds is more than enough time to get a lock and do 20k damage in arty fit bcs, especially if they're remote sebo'd.

Are you suggesting coconuts migrate?

Princess Nexxala
Zero Syndicate
#14 - 2013-04-25 18:26:22 UTC
You have no ******* clue how game mechanics work and when people do try to help you, you disagree?

Why bother posting then, figure it out yourself smart guy...


nom nom

Shahai Shintaro
State War Academy
Caldari State
#15 - 2013-04-25 18:41:45 UTC
You mention there were 5 of then and you only had 2 stabs. If 3 got points on you, your only option was too burn to gate. Also, I'm assuming they were Insta lock tornados. Each one alone can easily lock a frig in under 2 seconds and lay out at least 10k alpha
Haulie Berry
#16 - 2013-04-25 18:54:22 UTC  |  Edited by: Haulie Berry
Stabs are for stupids.

Quote:
5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything.


What you're missing is the exercise of an appropriate degree of caution when bringing a ship that handles like a pregnant cow into low sec.

You didn't scout the gate. I'm betting you didn't even check the map stats. You just Leeroyed on in there.
Archibald Thistlewaite III
The Royal Society for the Prevention of Miners
#17 - 2013-04-25 19:25:22 UTC
Todath Narod wrote:
Zack Sran wrote:
Just a few things. First, fitting stabs in lows is useless. Heres why. If on a gate, as in you just come through and there are people waiting for you reaproach gate and turn on Your tank. If they attack you then just warp back and reroute the attackers have agro and cant follow. For solo lowsec Mining, always check map stats of people in system and ships destroid stay out of high pop areas. If you fly into one all ways expect the gate camp. You should always fit for tank before anything else( Ie : Max yield )if solo low sec. also gate camp bs fit sensor boosters that plus your bloomed radius from your rigs equals insta lock. last point, don't get pissy when You choose to take a risk and loose a ship to one of the most common mechanics in the game **** happens.

edit: Second point on the stabs thing if you are in a belt in low you should be aligned and always running short scan 500,000 range. if anything shows up On Scan warp off.


1. Checking stats. Did that. Do that all the time. Good advice for everyone.

2. Stabs in low - dont want to have this argument. Its a valid choice for travel and non-combat ships. On the proc the only effect of having stabs in low is A) no mining upgrades and B) have to get to within 7k of the roids to mine them. Big deal. The positive effect of stabs is : you can't be scrammed or destabbed, unless there is a bubble which is extremely rare for what I do. If I didn't have stabs in low, I would have been destroyed 3 or 4 times more than I have. In fact, this is the only time I've actually been destroyed in a ship with stabs.

3. The Proc is a tank by default, but having shield or armor tank modules isn't going to do a whole lot in this situation. The cycle time alone for shield and tank modules is longer than it took for the Proc to get destroyed. Read the OP, each ship got off 1 shot - the total damage of those shots was more HP than the Proc has, from start to finish the engagement lasted LESS THAN 8 SECONDS.

4. Reapproach Gate - sorry that takes about 2 minutes in a procurer. If there were tank modules that could fix 20K damage in 8 seconds, or even 40 seconds since the gankers here were using 1400mm Artilery, then I would consider this. No tank modules I know of have the capacity to repair that much damage in 8 or 40 seconds.

4.5 What sig radius to you need to have to avoid getting locked up in about 5 seconds? Are there any modules or rigs that lower sig?

5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything. Even if this happens again, I don't care about losing the ship, just want to have a loss rate that makes going for the rare ores in low sec worthwhile. Right now its kind of a wash.



1. Good idea

2. You don't know how stabs work. It's a numbers game, you need more warp core stabs. than they have warp points. Most warp scramblers have 2 points (faction ones can have 3)

3. On a Proc. you want buffer and resists if you want fit a tank.

4. To reapproach the gate you will need a MWD and a good tank, I doubt a Proc. can fit both.

4.5. Don't know the numbers for that but a gate camp will be set up to lock you in 1-2 secs. You won't be able to alter that in a shield tank barge.

5. You are missing friends to scout for you.

6. Use a Venture, its what its designed for.

User of 'Bumblefck's Luscious & Luminous Mustachio Wax'

Garresh
Mackies Raiders
Wild Geese.
#18 - 2013-04-25 21:20:44 UTC
Maps have Intel. Pilots in space. Ships destroyed in last hour. Use them.

Use a venture. Its MEANT for lowsec. Its fast, agile, naturally stabilized, and has good mining to boot.

MWD cloak when travelling and refit on arrival.

With these tools you evade at least 95% of gate camps. I got busted a few times early on in eve. After about 6 months in I started using those tools and I have not died to a gate camp in like 3 years, and I LIVE in lowsec. So yeah.

This Space Intentionally Left Blank

Todath Narod
Integrated Secure Resources Extraction
#19 - 2013-04-25 21:53:08 UTC
Garresh wrote:
Maps have Intel. Pilots in space. Ships destroyed in last hour. Use them.

Use a venture. Its MEANT for lowsec. Its fast, agile, naturally stabilized, and has good mining to boot.

MWD cloak when travelling and refit on arrival.

With these tools you evade at least 95% of gate camps. I got busted a few times early on in eve. After about 6 months in I started using those tools and I have not died to a gate camp in like 3 years, and I LIVE in lowsec. So yeah.


1. Map stats. As I said, did that, do that all the time. Its good advice for everyone.

2. So a Venture would have survived here. I have a Venture - have used it. Have gotton blown up in 1 shot. If you say a Venture is better in this situation, I hope you can explain exactly why it is in this situation a Venture would have survived while the Proc didn't. As you are an experienced gate camp avoider/surviver I believe you, but it needs to be clear to me here why a Venture would have had a better outcome.

3. Refitting. As I mentioned, I do use cloakie and refit. Couldn't do that here as the system had no stations and was the destination system.


Todath Narod
Integrated Secure Resources Extraction
#20 - 2013-04-25 21:59:26 UTC
Haulie Berry wrote:
Stabs are for stupids.

Quote:
5. Too bad you choose to characterize this entire thread as an example of pissy. Simply wondering if I am missing anything.


What you're missing is the exercise of an appropriate degree of caution when bringing a ship that handles like a pregnant cow into low sec.

You didn't scout the gate. I'm betting you didn't even check the map stats. You just Leeroyed on in there.


Did check map stats, do that all the time, good advice for everyone. Standard practice is to look at pilots in space, number of ships killed in last 24, then in last hour, number of jumps, pilots docked and active, etc etc. Usually by looking at these stats you can tell if there are a lot of gankers around or even a gate camp. Course, that doesn't work if you are the first person the gate campers kill after they get set up.

Scouting the gate is a good idea, with the right ship (which one IDK) it might be possible to see the camp and actually survive it. You would need one that can initiate warp in about 2 or 3 seconds. Or, just accept the fact that you lose the scouting Velator instead of the mining Procurer. Drawback = 40% - the time needed to do this. Scouting and going back to get mining ship takes time - but if I run a time value calc it might be worth it assuming I survive and dont get podded in the scout and lose my crappy-to-veterans-but-expensive-to-me implants.
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