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How do I deal with kiters?

Author
Siekman Beldrulf
Gingerbread Spacemen
Intaki-Business Logistics Union
#1 - 2014-04-16 21:02:24 UTC
Hello Everyone!

I've very recently started pvping actively in faction warfare and have really enjoyed it. However, every single time I seem to lose a ship, it's always to a speedy kiting frigate with drones or some other long range weaponry. They always have points that seem to reach out 30k when ours only reach out 10k. I guess I just don't know what I'm supposed to do against them in a rifter.

Any help you could give about dealing with them would be greatly appreciated :).

Thanks

Siekman
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#2 - 2014-04-16 21:36:07 UTC  |  Edited by: Scipio Artelius
If you are in a brawl ship, the best counter to kiters is usually to be first in a plex and sit close to the button.

That gives you the opportunity to tackle incoming ships before they pull range on you, but you need to act quickly because pulling range will be their first priority if they enter.

You need to be careful with the systems you select for this because it also opens you up to being blobbed on by fleets.

Aside from that, speed is the next best counter so you can get into tackle range quickly at the start of a fight before they get to full speed.

If you are facing frigates that point you at 30 km and longer, then they are using skirmish links. They are probably using multiple skirmish links, so also getting a speed bonus and lower sig radius.

If they get to full speed before you can tackle, then you can try more niche tactics like manouvering your ship to try to have them bump off an acceleration gate or asteroid (those are obviously location dependent).

You can try slingshot tactics burning slowly in one direction and then turning and overheating your AB or MWD when they are behind you to try to close on them before they evade, but that is more miss than hit against boosted ships (with practice it works well against unboosted ships).

Finally, the tactic you'll eventually get to is avoidance. Watching d-scan constsntly and just avoiding the most common kiting ships like Condors, Tristans (just hit their drones), Kestrels (often missile fit but also commonly rocket fit so you can fight them ok), etc. If you see a links ship on scan anywhere is system, expect your opponent to be boosted. If you don't see a links ship anywhere in system, but there are multiple people in system, expect you opponent to be boosted anyway.

When you are first starting and flying solo, check out all the opponents in system and try to identify quickly (from employment history, current corp, sec status) if you have viable opponents. If you do, check their killboard to give you more info on ships and likely fits which will help you narrow down who is flying what based on d-scan results. With a bit of practice you will become proficient at assiging ships to players with fairly good accuracy. If the system has a lot of players, then consider moving to a less populated system (until you gain more experience), or if there are no suitable opponents in system, move on.

If you fly in the same area regularly at during the same times, you'll quickly understand which corps mainly fly in fleets, which players are solo, who brawls, who kites, etc. Thats not specific to your question, but the body of knowledge you'll develop will be invaluable in assisting you make decisions about opponents even before you get into a fight.
SmokinJs Arthie
Jerkasaurus Wrecks Inc.
Sedition.
#3 - 2014-04-16 21:39:51 UTC
They are using a warp disruptor, it goes to 20km for T1 and 24km for T2 (without overheating). All it does is prevent you from warping. You are using a warp scrambler, has range within 10km. The scrambler will turn off the kiters microwarp drive.

There are 2 things you can do:

1) get a faster ship and try and catch them with with the warp scrambler and pound away on them, as most kiting ships lack a good tank. Since you are using a rifter I would look into using a slasher. I would suggest getting thermodynamics trained up so you can overheat your modules to catch them.

2) or you can try and slingshotting them into scram range. I didn't watch that particular video as I am supposed to be working right now. But I know there are videos out there that can help you with some counters to kiters.
Balshem Rozenzweig
24th Imperial Crusade
Amarr Empire
#4 - 2014-04-17 12:09:09 UTC  |  Edited by: Balshem Rozenzweig
the other 2 guys gave good advice. Slingshot will rarely work on a good guy (hey - I almost always manage to avoid it and I'm not good :P) but it's worth to try it.

If you are in a part of space you know the entry point to (like FW plex or mission) you can orbit that entry point (beacon) at 1,0 - 2,0 km on you ab turned off. As soon as you see enemy ship enter the dead space turn you afterburner and mircowarpdrive on and start spamming 2 buttons on your control tab (can't remember the name - it's the one with align to/warp to/target buttons): approach (the same as align to) and target. Overheating you AB is also good but if you're new and have problems controlling the situation - don't bother.

This will make you change direction and fly into the invaders direction as soon as possible. By then You should press your respective "F" key for warp scrambler (overheated ofc)(I usualy put scrambler on the 4th slot so it's F4 for me) and web if you have it.

This works in most cases, esp when you have web. You need to actively follow the guy (approach) because most of them will manage to get 1,5 s of their mwd cycle and it's enough to take them outside scram range. With you "afterburning" at them on OH - not so much.

So, as a resumption, don't wait till the guy starts running away. Spam the buttons and you will not loose a single second that he could use. You should press your warp scrambler but once since the module "waits" for quite some time before deactivating and will be automatically applied when something is locked.

If you have any extra problems, or if kiters are a notoriety for you - there are fits out there that have web (or long range weapon) pretty much required. These in particular could help you with intercepting kiters, as web makes them >50% slower.

Also - never be bothered to try this on an interceptor. It's a waste of ship and time. If someone wants to "duel" you with a ceptor - warp away. T1 ships are good enough for tormenting newbies and he should be able to do just fine in'em :P

----edit----

I just checked you KB - you fight with navy/pirate frigs. They are not a good target for a rifter. I'm sorry to say this but have some patience and avoid these. This is gonna be painful, but you are bound to loose most of the time. Instead: play some radio while you play, listen to good auditions, and wait till you've gathered enough isk to fly an RFF which is cheap, better than rifter and, even if considered to be weaker navy frig, has a potential to fight them. In amarr/fw space it was the most popular ship for a long time (esp. because of it's crazy low price <3)

"NUTS!!!" - general McAuliffe

Froggy Storm
KarmaFleet
Goonswarm Federation
#5 - 2014-04-17 12:49:47 UTC
Keep in mind that 99% of frig fights are over before they start. Contrary to the intuitive notion, the margin for error on frigs is often so miniscule and the window so short that good analysis of what happened can be difficult.

Due to that, the two most critical factors in (many) frig fights is knowing when to engage and how to fly.

Knowing what configuration an opponent is (likely) flying based on hull and or gun recognition will go a very long way towards choosing wise fights. For an exaggerated example your T1 rifter is always going to lose a fight to one of those AT frigs. So knowing what your engagement envelope looks like is job 1 and then only take fights you think you can win.

Second, and almost as important is knowing how to manually fly well. If you watch the PvP videos out there you can often see who does it well and who doesn't. Moves like the afore mentioned slingshot require you to know how you and your opponent are traveling all within the few seconds that the fight lasts.

Don't get too frustrated. Lose ten ships a day for a week and then look back on where things went right and when they went wrong. Adjust fits and tactics accordingly. You'll either figure out (like I did) that frig fights are not for your slow brain/fingers or you'll improve.
Gully Alex Foyle
The Scope
Gallente Federation
#6 - 2014-04-17 13:55:32 UTC
If you want to try Hybrids, Rails with Spike (or even Lead) can hit out to Point range (for optimal damage I should add).

Tracking is low-ish, but MWD sig bloom of the kiter makes yer rails track perfectly @20km or more.

Avoid high-speed/low-sig/long-point boosted scumbags and Interceptors (the latter have MWD sig bloom reduction).

Some kiters have Tracking Disruptors with Optimal Range scripts, in that case you may be screwed. 150mm rails with Spike may still hit though (even if unbonused).

Have fun!

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#7 - 2014-04-17 14:08:26 UTC
Some scram kiters have enough range to chase away most kiters.

My comet can generally make everyone not sporting a dual td crap their pants.

Or you can fly a fast ship with a mwd.

BYDI recruitment closed-ish

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#8 - 2014-04-17 15:23:07 UTC
get lyyyynnnnnxxxxx

Amarr Militia Representative - A jar of nitro

Tengu Grib
Caldari Provisions
Caldari State
#9 - 2014-04-17 19:49:03 UTC
Here's what I do when faced with someone running a kitting fit:

1) Die.

2) Pray I get my pod out.

3) Repeat.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Hrett
The Scope
Gallente Federation
#10 - 2014-04-17 20:41:28 UTC
There is nothing like a lot of solo frigate fights to make you better at this game. Keep at it, win or lose.

Also, dont fight people in Condors or Hawks. Ever. Ever. Yes, you can probably beat them sometime, but you should punish them for flying those @^&$#&$ ships by denying them the enjoyment of the fight.

spaceship, Spaceship, SPACESHIP!

Serendipity Lost
Repo Industries
#11 - 2014-04-18 17:30:29 UTC
Just don't play on windy days. Everyone knows kiting is a bad idea on a calm day. Just doesn't work.

Try an enyo with rail guns on it.
Use faction disruptors and mwd.
Uncloak your rapier.
SUUUUUUCK them dry w/ a sentinal.
Range disruption so they can't hurt you.
Damp them into scram/web range.
Alaric Faelen
Republic Military School
Minmatar Republic
#12 - 2014-04-20 06:36:39 UTC
1) go faster.
---navigation skills, prop modules and hull upgrades, rigs, overheating. Even if you can't dictate range, at least lessen the other guy's ability to.

2) learn to fly.
---manual piloting is your friend. You're looking to either force the engagement in close so you can web/scram the bad guy, so he can no longer kite...or...get him too far out to maintain his point. Kiting takes place in a pretty narrow envelope- it's very easy to end up too close and webbed, or too far and lose your warp jam. Aggressive flying can force kiters to have to respond to your actions rather than impose their own.
Katrinna Voight-Kampf
University of Caille
Gallente Federation
#13 - 2014-04-20 09:14:31 UTC
Rock-paper-scissors :)
Doctor Knuckles
Sebiestor Tribe
Minmatar Republic
#14 - 2014-04-20 10:32:06 UTC
Buy an atron, slap Neutron/Ions, an MWD, a scram, a shield extender, DCU, power core, mag stab on it. Rig it for damage or tank, both works, i'd go for damage. Don't even need T2, not even meta 4.

Now you have a proper derptron, which costs 1/4 of their kiter, and absolutely murders those pesky kiting condors and those scary slicers.


Slingshotting works fine most of the time. Of course a very good pilot might see it coming and not get caught, but in my experience those are very rare and most people aren't that good, or they might avoid it once, twice even, but the third.... BLAP.
Zappity
New Eden Tank Testing Services
#15 - 2014-04-22 13:57:21 UTC
All good advice above. If you're in something that will last a minute don't forget that a mobile depot lets you refit during the fight.

Zappity's Adventures for a taste of lowsec and nullsec.

God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#16 - 2014-04-23 01:02:46 UTC
Doctor Knuckles wrote:
Buy an atron, slap Neutron/Ions, an MWD, a scram, a shield extender, DCU, power core, mag stab on it. Rig it for damage or tank, both works, i'd go for damage. Don't even need T2, not even meta 4.

Now you have a proper derptron, which costs 1/4 of their kiter, and absolutely murders those pesky kiting condors and those scary slicers.


Slingshotting works fine most of the time. Of course a very good pilot might see it coming and not get caught, but in my experience those are very rare and most people aren't that good, or they might avoid it once, twice even, but the third.... BLAP.


It's funny how a decent LML condor can brawl one of those garbage "derptrons"

"Hydra Reloaded are just jealous / butthurt on me / us because we can get tons of PVP action in empire while they aren't good enough to get that." - NightmareX

X Gallentius
Black Eagle1
#17 - 2014-04-23 17:48:41 UTC
Doctor Knuckles wrote:
Now you have a proper derptron, which costs 1/4 of their kiter, and absolutely murders those pesky kiting condors and those scary slicers.
Pretty inexpensive kiting ship.....
Zarnak Wulf
Task Force 641
Empyrean Edict
#18 - 2014-04-23 18:11:47 UTC
LML Kestrel. 780 Alpha. MSE. Selectable damage type. 100km lock range for silly sensor Disruptor fits.
Princess Nexxala
Zero Syndicate
#19 - 2014-04-23 18:57:16 UTC
Edit: Well I was going to help but then I see OP flies ab rifters, sorry but you deserve to die.

nom nom

Siekman Beldrulf
Gingerbread Spacemen
Intaki-Business Logistics Union
#20 - 2014-04-23 21:43:15 UTC
Princess Nexxala wrote:
Edit: Well I was going to help but then I see OP flies ab rifters, sorry but you deserve to die.



Just changed to mwd. Help me out man, I'm just trying to learn here.
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