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Could someone explain the logistics of PVP to me?

Author
Fa Xian
Garoun Investment Bank
Gallente Federation
#1 - 2013-06-05 16:49:56 UTC
I don't really know a damn thing about PVP in this game. So, I thought I'd ask some questions.

Don't you get blown up in seconds? I mean, i've been blown up. It tooks seconds. A tanked out T1 battleship wrecked in seconds, the kind of thing that could go all day against rooms full of rats... and a guy can just show up and wreck it in seconds. So, don't PVP pilots get all blown up in seconds after any engagement? No matter what you are flying and who you are with?

I mean, isn't it only a jump or two before, whoops! a gang twice your size. Everyone is always mounting scramblers, so few if any flee and whatever side started down is smoking space wrecks in under 2 minutes? Do you have time to even react? My experience with PVP is largely gate camps where it is 1 (me) versus 20 (them) - it doesn't take long.

Do people who engage in PVP use implants? Wouldn't you lose them on like a daily (hourly?) basis? How do you keep yourself in implants if you're getting podded constantly? Are you getting podded constantly? Why not? Isn't that what people automatically do and seek? How do you even keep yourself in space if you are constantly getting destroyed? Do you run hours and hours of missions on an alt to pay for all the ships you lose every other day?

I guess I could really use someone explaining a typical PVP encounter. Say, two guys looking for people to fight in lowsec run into one another? Is that typical? What is typical?

I'm very curious, but I don't have any information or experience... fill me in.
Seniae 0n3
#2 - 2013-06-05 16:56:58 UTC
Yes PVP often only takes a few seconds. It depends a bit on where, what and fit you pilot.

If you're alone then the chance is you'll die a cheap death by some station ganker or gatecampers. Boring PVP play if you ask me without any depth.

If you're in a fleet the fights are more fun and you often survive a fight if you fly the good stuff and have your skills trained. You'll learn what you can fight and what not in whatever ship you fly. Stronger enemy usually means just warp the heck out, one you can take usually means point and blow to bits and pieces.

Foodpimp
The Scope
Gallente Federation
#3 - 2013-06-05 16:58:51 UTC
You're asking for the answer to a question that has countless variables involved. Logistics involved are research, trial and error, and experience. There is no substitute.
Kagura Nikon
Native Freshfood
Minmatar Republic
#4 - 2013-06-05 16:59:09 UTC
You do not go into pvp thinking about avoiding it. You go trying to find fights that you are not obviously going to loose altough. That mean , scouts.

Use a lot of factors to mitigate the projection of enemy power on your ships, be it ECM, dampeners, range, speed , logistics....

Kill the enemy faster than they kill you.

What is typical or not depends a lot on each type of pvp. Hihg sec wars, low sec piracy, station camp, 0.0 blobs, ....

Implants, less used in 0.0. Used almsot all time in low sec and high sec. Almost impossible to get podded in high sec if you are awake (you might loose a pod once every 30-40 losses).

"If brute force does not solve your problem....  then you are  surely not using enough!"

De'Veldrin
Republic University
Minmatar Republic
#5 - 2013-06-05 16:59:33 UTC
First, in a 20 to one engagement, yeah, you're going to melt in seconds, even if you're flying a bricked out tank of a ship. The amount of DPS is simply more than your ship can cope with.

People that go looking for PvP do not engage unless one of two criteria are met:

1. They're fairly certain they can win or
2. They have no other choice.

Also, large scale PvP tends to involve logistics, and the way of tanking a PvP ship is vastly different than how you tank for Pve (which is, imo, one of the issues with PvE that needs to be sorted). Some PvP fights are over in seconds - a frigate that strays to near a Huginn isn't going to survive much longer than it takes to lock, point, and web it. If it doesn't escape in those crucial seconds, it's not escaping.

Think of it like this: In PvE, your character's skills are often (but not always) much more important than your player knowledge. It's mostly target rat, press button, receive bacon. Repeat until finished. Once you learn the way to handle aggro for that particular site, you never need worry again.

In PvP, your player skill, knowledge of the game mecahnics, reactions, and ability to judge a situation in fractions of a second are what will win the day. Most PvP engagements are won or lost before the first target lock is obtained.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Michaelthe
Superior Gentlemen's Cigar and Whiskey Club
#6 - 2013-06-05 17:00:05 UTC
1. Like you said, your experience with PvP is running into a gatecamp where it is 20 people killing 1(you).

Actually, that is all, that should explain all of your questions.
Grimpak
Aliastra
Gallente Federation
#7 - 2013-06-05 17:01:41 UTC
Foodpimp wrote:
You're asking for the answer to a question that has countless variables involved. Logistics involved are research, trial and error, and experience. There is no substitute.

pretty much this.

to understand pvp, you really need to experience it from the bottom to the top. roaming gangs, cheap ganks, alliance-wide CTA's, structure bashing, fleet bashing... all these have their own set of variables.

also, the OP did experience ship-to-ship pvp, but there is more kinds of pvp in this game.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Sexy Cakes
Have A Seat
#8 - 2013-06-05 17:02:06 UTC
1. Criminal/Suspect flagging aka Crimewatch

Know crimewatch backwards and forwards and use the mechancs to your advantage.

2. Ship fits

Know how to fit your ship and know the base stats (EHP/Resists/DPS/Mobility) on the most common fits for pretty much any ship you'll run across.

3. Fleet comp/size

Don't fight fleets that you have literally 0 chance of winning against. I'm not advocating being a risk averse pansy but if 3 falcons decloak and you aren't pointed... run like hell.

Not today spaghetti.

Tippia
Sunshine and Lollipops
#9 - 2013-06-05 17:03:16 UTC
Fa Xian wrote:
Don't you get blown up in seconds? I mean, i've been blown up. It tooks seconds. A tanked out T1 battleship wrecked in seconds, the kind of thing that could go all day against rooms full of rats... and a guy can just show up and wreck it in seconds.

For one, you tank differently in PvP than you do against rats.
Rats deliver low damage over a long period of time; in PvP, you expect to meet high damage over a short period of time.

The kind of T1 battleship that stands up against rooms full of rats have very few hitpoints and instead rely on some form of HP regeneration (repping, shield boosting, passive regen), which means that if you can squeeze in a lot of damage between the repping cycles, it actually takes very little to kill it. The only buffer such a ship usually needs is enough to keep alive between the repping cycles and until you manage to whittle away on the incoming DPS until it's no longer a worry.

A PvP battleships simply adds tons of buffer. Any added repping usually comes in the form of logistics/remote-repair ships. In essence, it's the same, only done on a different scale and with more specialisation. You're still looking at a ship that sports enough buffer to survive between the repping cycles, it's just that “enough buffer” is almost an order of magnitude larger, that the repping cycles are only a fraction as long, and that the reppers don't sit on the ship that's being repaired. All of this means that, yes, you have time to react. More importantly, your logistics ships have time to react.
Seniae 0n3
#10 - 2013-06-05 17:03:32 UTC  |  Edited by: Seniae 0n3
Ok I made PVP sound a bit boring and too easy this way perhaps.

Good piloting requires more skills than just the ones you can train with skillbooks. To be a great and awesome pilot you'll have to learn and understand the different kind of ships, their strong and weak sides, how they can be fitted and how you can zoom in on a ship to look at what and how many guns or launchers are fitted.

You have to make sure to know your own role in a fight. What ship are you flying and what is its strongest side and try to use that against the enemy. Also know about your defenses, the role bonuses and resistances of your ship and your skills. It's quite a lot to take in at first but it'll be more fun the more you learn and know.
Some Rando
University of Caille
Gallente Federation
#11 - 2013-06-05 17:04:11 UTC  |  Edited by: Some Rando
Fa Xian wrote:
Don't you get blown up in seconds?

Depends on the fight. I've had frigate fights last a good minute or even two.

Fa Xian wrote:
Do you have time to even react?

Don't break gate cloak until you're ready to move. I once jumped into a WT gate camp and managed to get back to the gate and jump out of it because they were stupid (not enough tackle/webs) and I had, minutes before, switched to an active tank (this was pure luck).

Fa Xian wrote:
Do people who engage in PVP use implants? Wouldn't you lose them on like a daily (hourly?) basis?

If you know what you're doing, are ready, and CCP's idiotic button placement doesn't hinder you, you will rarely lose a pod in high- or low-sec. Null-sec people have a different way of thinking; I'm not one of them.

Fa Xian wrote:
Say, two guys looking for people to fight in lowsec run into one another?

Over time you learn to find people. One person is usually the aggressor and will initiate the combat. Whether they lock and shoot first is another matter, the point being they engaged in the fight.

CCP has no sense of humour.

Borlag Crendraven
The Scope
Gallente Federation
#12 - 2013-06-05 17:07:57 UTC
PvP can last seconds or it can last over an hour without anyone really dying. By the sounds of it, you died in a PvE fit, which is built for tanking sustained but low damage via repairing the damage as it comes. In PvP you generally fit for buffer tank without any kind of repairs, along with the highest dps you can while ignoring things like cap stability and such. It's not that big deal for a simple cruiser to have dps of 800 or above(even a lowly vexor can do this), all the while having a buffer tank of 20-40k ehp.

As for implants, it varies a lot depending on what kind of pvp you do and what kind of boats you do it in. Generally the more pimped your boats are, the more you can expect people to use implants. For me, I fight mostly in wormhole space, occasionally roaming low and null sec and generally always in at least t2 boats, often t3, and in wormhole space some capitals as well. It's not that big deal for us to use even the most expensive implants although personally I stick with relatively cheap clones having something like +4's and a selection of 3% and a single 5% damage implant for the medium weapon system I feel like using then (these are so cheap it's silly not to use them).

That said, it's been over 200 days since I last lost a pod. No matter if we have to deal with hics and bubbles otherwise, it just doesn't happen that often with the pod saver tabs and smart playing. It's not even for the lack of pvp either (before someone comments on that as a reason for it), on a typical month I still rack up anywhere between 100 and 200 kills.
Grimpak
Aliastra
Gallente Federation
#13 - 2013-06-05 17:09:29 UTC
also, one must remember when engaging on PVP:
- no fight is fair, fight dirty (within game rules) and employ all and anything you can do to bring your enemy down.
- never fight on their terms, make them fight in yours.
- never bring a knife into a knife fight, bring an ICBM. preferably several of them.
- outthink. outmaneuver. outgun. there is no overkill.
- when roaming, treat every local as your enemy and think of your gangmates as your bloodbrothers.
- keep yourself sharp and paranoid, remember they are out to get you.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Fa Xian
Garoun Investment Bank
Gallente Federation
#14 - 2013-06-05 17:12:06 UTC  |  Edited by: Fa Xian
Tippia wrote:
A PvP battleships simply adds tons of buffer. Any added repping usually comes in the form of logistics/remote-repair ships.


Isn't the life expectancy of a logistics ship almost 0? Who reps the reppers? How many people make up a valid group to keep your group in space for more than 1 encounter?

I guess the main question I don't get is this...

How often do you lose your ship? How often do you get podded?

It seems like if I sit down for an evening of PVP, I'm going to have to plan to lose 5 to 8 ships.
De'Veldrin
Republic University
Minmatar Republic
#15 - 2013-06-05 17:13:18 UTC  |  Edited by: De'Veldrin
Some Rando wrote:


Fa Xian wrote:
Do people who engage in PVP use implants? Wouldn't you lose them on like a daily (hourly?) basis?

If you know what you're doing, are ready, and CCP's idiotic button placement doesn't hinder you, you will rarely lose a pod in high- or low-sec. Null-sec people have a different way of thinking; I'm not one of them.


In nullsec, sometimes you use implants, sometimes not. It depends on if the advantage of using the implants is going to outweigh the cost of losing them - IOW, if the pilot feels they give him enough of an advantage to win more fights than they lose. They tend to be more common in capital pilots and ships with specialized roles (command ships, interceptors, that sort of thing), than in the run of the mill drake/cane/tackle rifter.

All of that aside, unless the opposing group has bubbles, saving your pod in nullsec is really no harder than saving it anywhere else.If they do have bubbles, then yes, you'll lose your implants.

Add to this, nullsec pilots tend to use a lot of jump clones - I have four myself, one for roams with no implants, one for training which I am sitting in when I don't expect to die, a full set for capital operations, and a final set for my interceptor and dictor (mostly speed and maneuverability implants). You can also mitigate the cost by only putting implants in that you actually need for the task at hand. If you're going on a ten man roam, there's no need to bring along your +4s. Jump into an empty clone, and have fun, with not a **** to be given if your pod explodes/

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Grimpak
Aliastra
Gallente Federation
#16 - 2013-06-05 17:16:59 UTC
Fa Xian wrote:
Tippia wrote:
A PvP battleships simply adds tons of buffer. Any added repping usually comes in the form of logistics/remote-repair ships.


Isn't the life expectancy of a logistics ship almost 0? Who reps the rappers? How many people make up a valid group to keep your group in space for more than 1 encounter?

I guess the main question I don't get is this...

How often do you lose your ship? How often do you get podded?

It seems like if I sit down for an evening of PVP, I'm going to have to plan to lose 5 to 8 ships.

logis (T1 or T2 variants) usually work in groups. only logi I can se somewhat working alone is a scimtar, and even then it's only in small roaming gangs. more is better tho.

how many people, that depends on lot of things: size of target(s), area where you will be operating. usually battleships and above are mostly used for more stationary situations, while anything BC and below can be used for roaming. the smaller the ship, the faster the gang will be.

as for how often one loses a ship or pod, well that's all a bunch of variables too. bad luck can make you lose both, while your gang wins the fight. the oposite also happens. gang goes all boom, but you managed to escape intact somehow. matter of luck and who fucks up first I guess.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Inxentas Ultramar
Ultramar Independent Contracting
#17 - 2013-06-05 17:19:29 UTC
Impants? Ha ha ha heck no, why would I waste so much ISK on expensive implants? +3's are my max for lowsec, in nullsec an empty clone is the norm. You get destroyed so easily because the DPS of 20 people is gonna eat anything subcap pretty fast. It's just numbers doing the work here. No surprise really. How fast does an egg break when you shoot it with an uzi?

In more optimal conditions a fight is still short and brutal compared to PVE, but takes long enough to be broken down into a few seperate phases. Yesterday I had a small frigate brawl with a friendly in hisec, just for lulz. It took almost a full minute, because we were both relatively well tanked. Even tho we were in such small ships, it took easily twice as long as the Tempest I once wrecked getting hotdropped by pirates. Why? Simply because the numbers and variables on my side of the equation were lacking in that situation, while the frig brawl was pretty tight.

The thing is... there is no 'typical' pvp scenario as each encounter can be wildly different. You could be in frigates chipping away at one anothers shields, or you find yourself against a massive force you can't counter or outrun. You can find youself in a BS unable to even hit the pesky frigate scramming you, while he slowly and painfully strips you of your defenses. Or you could be that frigate! In both cases combat will be taking a while.

I suggest you stop flying Battleships into lowsec for now, and use frigates / destroyers / cruisers / BC's instead. Fly with some friends, see the other side of the equation a couple of times. At some point eureka happens and you get a better grip on what each ship is actually capable of. When you look back then to the losses you incurred now, they will make so much sense!
De'Veldrin
Republic University
Minmatar Republic
#18 - 2013-06-05 17:19:36 UTC  |  Edited by: De'Veldrin
Fa Xian wrote:
Tippia wrote:
A PvP battleships simply adds tons of buffer. Any added repping usually comes in the form of logistics/remote-repair ships.


Isn't the life expectancy of a logistics ship almost 0? Who reps the reppers? How many people make up a valid group to keep your group in space for more than 1 encounter?

I guess the main question I don't get is this...

How often do you lose your ship? How often do you get podded?

It seems like if I sit down for an evening of PVP, I'm going to have to plan to lose 5 to 8 ships.


The life expectancy of a logistics ship depends entirely on the skill of the FC at not picking fits he can't win (and having more than one logi). Logi will rep each other when the **** hits the fan, but if you only have one, he's screwed from the start.

The last time I lost a ship was when I stopped paying attention for a moment, jumped blind through a nullsec gate and got blapped by a sniper tornado. That was probably a month ago.

I can't remember the last time I lost a pod.

However, I can tell you this: If you're more worried about losing the ships than having fun, PvP may not be for you.

Also, if you want to learn the basics of PvP before deciding whether it's for you or not, try joining Red Versus Blue, or alternatively, take the basic PvP course that Agony Unleashed offers. You'll get a feel for what PvP is all about, and you might discover that exploding isn't so bad after all, as long as you make someone else explode with you.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Fa Xian
Garoun Investment Bank
Gallente Federation
#19 - 2013-06-05 17:20:27 UTC
Borlag Crendraven wrote:
In PvP you generally fit for buffer tank without any kind of repairs, along with the highest dps you can while ignoring things like cap stability and such.


I'm no stranger to doing my homework. I know all about PVP fits... it just doesn't mesh well with my solo PVE understanding of what works. I see fits all the time with a 1600mm on a cruiser with no armor repairer. And I think, okay, I get that you're planning to last longer than the enemy. So, let's assume you live through one fight... armor at half?! And no way to fix it for the next fight?

I see then that everyone who fits like this is assuming that they'll have a logistics partner to rep them. A solo guy probably hopes for getting the drop on the other guy, so no need to worry about "after fight" or "second fight"

What is the most desired role for PVP play then? Is there a universe hungry for logistics pilots to back up the fighters? Is it even possible to PVP and live without major logistics support?
Borlag Crendraven
The Scope
Gallente Federation
#20 - 2013-06-05 17:22:00 UTC  |  Edited by: Borlag Crendraven
Fa Xian wrote:
Tippia wrote:
A PvP battleships simply adds tons of buffer. Any added repping usually comes in the form of logistics/remote-repair ships.


Isn't the life expectancy of a logistics ship almost 0? Who reps the reppers? How many people make up a valid group to keep your group in space for more than 1 encounter?

I guess the main question I don't get is this...

How often do you lose your ship? How often do you get podded?

It seems like if I sit down for an evening of PVP, I'm going to have to plan to lose 5 to 8 ships.


Practically no one uses a single logistics ship, it's always at least 2, often 3. Half of the logistics boats are built so that they "cap buddy" with other such logistics boats, meaning they use remote cap transfers to keep themselves stable and able to repair others as well as each others. In large fights the so called "alpha" meaning single volley from the guns can be enough to pop things when the fleet is concentrating fire on a single target, and that way the repairs simply can't keep up especially if the fleet keeps changing that "primary" target often.

In short, pvp is all about thinking fast and outsmarting the opponent when it's otherwise an even encounter. During the other times it's all over in a flash pretty much.

edit: to respond to the above, there's plenty of people who just go one fight at a time. Once the fight is over, they dock up and repair. Not everyone has logistics, ewar, or a fleet nearby just waiting to come out and help them. It just requires a different style and backup plan so that you can get to the said station for the repairs.
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