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Solo PvP - Larger Ships

Author
Aaril
Pandemic Horde Inc.
Pandemic Horde
#1 - 2014-06-17 18:22:55 UTC  |  Edited by: Aaril
I am just getting into pvp and have actually done some solo roaming in a Tristan, but everyone has ran from me (wtf...a T1 frigate running from another T1 frigate before the fight even starts). I can see myself continuing to try and solo roam in frigates, but my question is pertaining to people trying to solo pvp in larger ships.

I hear about people solo pvp'ing in Cruiser and even BCs, but cannot even imagine this. For example, in low sec a cruiser or BC would get locked down by a frigate and then its just wait one minute for the 15+ frigates to show up to destroy it. Regardless of money, it just seems like you would get almost no kills and die all the time to roaming frigate gangs. Maybe there are areas of space that are conducive to solo pvp in a BC, but from my experience you have two types of zones...nearly empty zones where everyone runs because they aren't there to fight and full zones that have roaming fleets.

On top of this, most of the solo pvp fits are MWD/medium short range guns (such as medium blasters) for the cruisers and BCs. A frigate can just sit at 20km and laugh. Heck, even with the MWD some AB frigates can probably kite it easily.

Can someone explain to me why I am wrong? Like I said, I am practically new to the pvp scene, and just trying to understand how I can utilize my Cruiser V and BC V skills without needing a supporting fleet. I am really wanting to try a Myrm in pvp is why I am asking.
Gully Alex Foyle
The Scope
Gallente Federation
#2 - 2014-06-17 18:49:40 UTC
Hi and welcome to PVP and GalMil!

I'm sorry I can't really help you (yet), I'm still soloing in frigs and dessies.

Just wanted to say you can also try posting in the Warfare & Tactics subforum, some of the regulars are good PVPers (mostly lowsec, btw) and I'm not sure all of them take a look at New Citizens Q&A too.

Fly dangerous, fly solo!
o7

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

L'ouris
Have Naught Subsidiaries
#3 - 2014-06-17 19:02:40 UTC
Longer post eaten:

TL;dr
Skills in frigate apply to bigger hulls. Know what to engage, how fast your ship can burn it down and how to get away.
ShahFluffers
Ice Fire Warriors
#4 - 2014-06-17 20:00:40 UTC  |  Edited by: ShahFluffers
Solo PvPing with larger ships basically boils down to two tactics;

1. Tank and kill as much as possible before you die. Some ships perform better at this tactic than others and generally you want to stick to Tech 1 ships so you get the insurance money.
This is not really a reliable tactic though for the reasons you stated (it will get kited and/or blobbed).

2. Kiter-bullcrap. Some people think this is (and requires) the epitome of combat skill in EVE... others think it is a cheap tactic that requires too many "gimmicks." Both sides are right.
The gist of this tactic is to be as fast as possible while killing anyone who chases after you at range.

A good example is this fit:

[Vexor Navy Issue, Murderboat]

Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II

Large Shield Extender II
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Medium Capacitor Booster II, Cap Booster 25

Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Drone Durability Enhancer I

Warrior II x5
Berserker II x5
Hornet EC-300 x5

Stats (with level 5 skills):
- has ~23,000 effective hit points
- capacitor power lasts ~2.4 minutes with neuts off.
- deals ~190 dps with Warrior Iis and ~625 dps with Berserker IIs (or ~800 dps with 2 Geckos, 2 Hammerhead IIs, and a Hobgoblin).
- moves at ~2100 m/sec (~2400 m/sec with mid-grade Snake Implants) (~2800 m/sec with mid-grade Snakes and T1 Skirmish Warfare Links)
- warp disruption range is 24 kms (~29 kms with T1 Skirmish Links).

Notes:
- yes... it is paper-thin in terms of tank... the idea is that if you get caught you are dead anyways.
- the neuts are there to shake off any tacklers.
- the drone durability rig is there because drones are your only source of damage.
- the idea is to get people to chase after you and/or pull apart groups so you can pick off the stragglers using your superior speed. No one should get within 20km of you.

Other things to consider:
- I was being conservative with the implant set and warfare links. With high-end implants and T2 links this thing can go a blazing ~3100 m/sec... with the option to overheat the MWD to ~4500 m/sec. Your average frigate will be hard pressed to keep up.
- Ships like the Omen and Thorax (both the regular and Navy versions) can pull of similar stats and tactics... but with guns rather than drones (which makes them both easier and deadlier to deal with depending on you and your opponent's skill level)
Haedonism Bot
People for the Ethical Treatment of Rogue Drones
#5 - 2014-06-17 20:06:33 UTC
I'm no expert at solo PvPing in larger hulls, but in my experience there are several ways that someone in a cruiser or BC can counter frigates. Having lots of bookmarks allows for choosing engagements. I think people who solo in larger hulls probably tend to stick to a few well-bookmarked systems rather than roaming everywhere like most frigate pilots.

Neuts. Cap is life. Neut out most frigates and they are dead in the water.

Transversal. If you can get a frigate to chase after you it will lose all transversal until it can catch up, meaning that those big guns can hit it with punishing damage. A MWD cruiser starting from 100km off a gate and aligning to a celestial can separate out poorly organized frig gangs. The first ones to catch up come out with zero transversal and a big sig radius bloom from their own MWDs. Webs increase the number of volleys you get before they get under your guns. Then you can go after the slower, AB fit frigs.

Drones. Frigs are very vulnerable to drones. I once led a small frig gang against a solo Harbinger pilot. He couldn't hit us with his guns but kept redeploying his drones, letting them take a few volleys, then scooping them, then redeploying them again. This prevented us from blowing them up. Drones combined with webs beat us.

www.everevolutionaryfront.blogspot.com

Vote Sabriz Adoudel and Tora Bushido for CSMX. Keep the Evil in EVE!

Cara Forelli
State War Academy
Caldari State
#6 - 2014-06-17 21:02:33 UTC  |  Edited by: Cara Forelli
A few thoughts on getting fights in your frigate in FW space.

-People don't like Tristans. There are several ways to fit them which are nasty. Neuts...kiting...scram-kiting. They're difficult to predict and their damage is difficult to avoid, so people will often opt out of the engagement entirely. Consider trying one of the more "underrated" frigates.

-Engaging navy frigates will get your more fights, though puts you at a disadvantage. It is possible to kill one in a t1 frigate though, especially if you get creative with your fits.

-Being in a well-known FW corp can work against you. I'm very suspicious of your corp, because I've seen them hang out in large groups before. Solo players have to be very careful with target selection to avoid getting blobbed by the local entities. Maybe try moving a bit further from home where people are less likely to recognize you (could even try the minmatar/amarr zone).

-Farmers gon' farm. Ignore them. They don't want to fight. It's a huge waste of time chasing them around. When you determine someone has stabs, just move along (unless you're specifically fit to alpha them off the field).

If you see me in local, find me and kill me. I'm terrible and I always lose to Tristans. I'm generally solo too. Big smile

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Sabriz Adoudel
Move along there is nothing here
#7 - 2014-06-18 00:23:17 UTC
The absolute keys to Cruiser v Frigate engagements (when you are the cruiser) are light drones, and controlling the opponent's speed. Medium blasters also are fairly effective against frigates, as are rapid light missile launchers.

If your cruiser can hit the frigate with a stasis webifier, or shut down their propulsion module with an energy neutralizer, you will be able to apply decent damage.
If your cruiser has bonused light drones, and you can micromanage them enough to keep them alive, you should rip apart most frigates (even assault frigates) with them. Bonused medium drones will also work.
If your cruiser has a microwarpdrive, you can probably dictate range (as if the frigate is using an MWD, their sigrad penalty will ensure you can actually hit them with basically anything).


Your nightmare scenario is a kiting frigate with a warp disruptor (not a scram). Disruptors function outside neut range.

I support the New Order and CODE. alliance. www.minerbumping.com

Valleria Darkmoon
Imperial Academy
Amarr Empire
#8 - 2014-06-18 03:31:33 UTC  |  Edited by: Valleria Darkmoon
Keep Range

When engaging smaller hulls in a larger one and using a turret of some form do your best to keep the smaller hulls at range. It becomes very difficult for small hulls to get good transversal at 20 km which will allow your guns to track well and hit hard popping frigates before they can get close enough to mitigate most of your damage.

Another point building on the first is damage projection, doing 600 dps out of a cruiser with 2 km optimal is far worse for popping frigates than doing 400 dps at 20 km. Raw firepower will not kill smaller ships and not much raw firepower is needed anyway, two or three good quality hits from a cruiser will pop a frigate. Damage projection (optimal) and application will get the job done. The reason is because by the time a frigate is 2 km away from you their transversal is excellent causing tracking to become a real issue (yes, even with medium blasters).

Manual Piloting and Range Control

Barring a few exceptional cases NEVER attempt to orbit a smaller hull, especially as the range gets short you will have trouble tracking them but your size will ensure tracking is no issue for them whether you orbit or not. Even if you are faster than the small ship the agility difference and inherent speed of frigates makes it easy for them to slingshot you for a scram. Keep at range and manual piloting are your friends here.

Capacitor Warfare

Use your superior capacitor. As a larger hull your capacitor is orders of magnitude stronger than that of something smaller. Medium neuts are hell on wheels for frigates just as heavy neuts are hugely problematic for cruisers. Try to avoid NOS in most cases as they are not nearly as reliable and use a cap injector as this will both keep your neut on and provide defense against enemy neuting.

When Not Using Guns

Alternatively you set up larger hulls knowing most opponents will be in smaller hulls and you tailor your fit to prey on them. Any missile cruiser equipped with rapid lights can make quick work of frigates at any range. Caracal, Bellicose, Caracal Navy, Scythe Navy, Orthrus all come to mind. If flying a ship with a large drone bay or a ship that deals most of its damage with drones carry extra flights of light drones even if it impacts your on paper dps. A ship that might kite your hammerheads may die to replacement warriors. A good example would be an Omen, even with 40 bandwidth and matching bay carry only light drones. Frigates will take poor damage from medium drones and so if they get on you only your lights will be effective, so carrying replacements will serve you better than the imaginary dps provide by hammerheads.

At any rate getting established safely on grid is often the most dubious part especially solo since frigates can get on top of you so quickly, but once you get a feel for fighting smaller hulls and get established on grid, it's not so bad.

Reality has an almost infinite capacity to resist oversimplification.

Luwc
State War Academy
Caldari State
#9 - 2014-06-18 07:02:56 UTC  |  Edited by: Luwc
The thing is that in a larger ship you are usualy not looking for 1vs1's

You want the situation to escelate and use their overconfidence in numbers.

For me personaly the Vexor, Curse, Moa, Caracal and Cyclone worked great to take on frig & dessy gangs of 5+ people and win.

Here is my KB if you are looking for fits and kills to get some ideas.

I am pretty sure that there are people out there who will do a much better job than me but so far all this stuff worked out great for me and most importantly without investing into bullshit like 1bil+ Implant Sets and Off Grid boosts.


https://zkillboard.com/character/917977922/

Its all a learning thing.

Your ships and the isk you spent for them grow with the expierence you gather.

http://hugelolcdn.com/i/267520.gif

Ethikos
Doomheim
#10 - 2014-06-18 07:13:00 UTC
Solo PvP in larger ships is viable. That being said, you need to understand that often it will only be solo on your end. As such, you may want to seriously consider finding a corporation to join up and fly with. Still, if you have your heard set on solo think of a few things.

Vexors and drones are always a nice combination. This is especially true as you can carry Warrior IIs in addition to heavier drones for fighting larger ships. RLM Caracals can be very good against frigates, though you will suffer against larger ships due to the reload time on RLMs. Personally, I would look at Vagabonds and Omen Navy Issues; though those can be a bit expensive and or skill intensive. If your just starting out, stick with the Vexors for cheapness until you get your feet under you with larger ships.
Sabriz Adoudel
Move along there is nothing here
#11 - 2014-06-18 07:20:29 UTC
Valleria Darkmoon wrote:
Keep Range

When engaging smaller hulls in a larger one and using a turret of some form do your best to keep the smaller hulls at range. It becomes very difficult for small hulls to get good transversal at 20 km which will allow your guns to track well and hit hard popping frigates before they can get close enough to mitigate most of your damage.

Another point building on the first is damage projection, doing 600 dps out of a cruiser with 2 km optimal is far worse for popping frigates than doing 400 dps at 20 km. Raw firepower will not kill smaller ships and not much raw firepower is needed anyway, two or three good quality hits from a cruiser will pop a frigate. Damage projection (optimal) and application will get the job done. The reason is because by the time a frigate is 2 km away from you their transversal is excellent causing tracking to become a real issue (yes, even with medium blasters).



Just on this.

When I am in a Vexor and engaging a frigate, nothing makes me happier than the opponent closing to 2km. I will scram and double-web them, call in the light drones, and slaughter them in ten seconds with medium blasters and heavy drones. Literally ten seconds is all it takes, maybe five if the frigate is active tanked.

At that range, your small signature radius isn't going to save you when your speed (and transversal) is dropped by 80%.

When in a Vexor, what scares me most is an Interceptor, who can stay outside my overheated web range, lock me down with a warp disruptor, and slowly plink away at my light drones while actively tanking them and remaining impossible for me to track (even with Null M able to reach their range). I will never willingly engage an Interceptor in a Vexor (unless I'm unusually fitted, and even then I'm not hoping for a kill, just to force them to disengage).

On the flip side, if I was in a Thorax (a ship I don't really fly often), I'd be weak against different targets.


The short version is - different cruisers have different strengths and weaknesses for anti-frigate work.

I support the New Order and CODE. alliance. www.minerbumping.com

Sabriz Adoudel
Move along there is nothing here
#12 - 2014-06-18 07:23:09 UTC
One more thing to add. The reason I gave up on frigate solo PVP was that I would often have someone unable to flee or apply damage to me, but not be able to kill them before they could escalate. That is not an issue in cruisers, except against the tankiest of targets (Marauders in particular).

I support the New Order and CODE. alliance. www.minerbumping.com

Valleria Darkmoon
Imperial Academy
Amarr Empire
#13 - 2014-06-18 08:45:48 UTC
Sabriz Adoudel wrote:
Valleria Darkmoon wrote:
Keep Range

When engaging smaller hulls in a larger one and using a turret of some form do your best to keep the smaller hulls at range. It becomes very difficult for small hulls to get good transversal at 20 km which will allow your guns to track well and hit hard popping frigates before they can get close enough to mitigate most of your damage.

Another point building on the first is damage projection, doing 600 dps out of a cruiser with 2 km optimal is far worse for popping frigates than doing 400 dps at 20 km. Raw firepower will not kill smaller ships and not much raw firepower is needed anyway, two or three good quality hits from a cruiser will pop a frigate. Damage projection (optimal) and application will get the job done. The reason is because by the time a frigate is 2 km away from you their transversal is excellent causing tracking to become a real issue (yes, even with medium blasters).



Just on this.

When I am in a Vexor and engaging a frigate, nothing makes me happier than the opponent closing to 2km. I will scram and double-web them, call in the light drones, and slaughter them in ten seconds with medium blasters and heavy drones. Literally ten seconds is all it takes, maybe five if the frigate is active tanked.

At that range, your small signature radius isn't going to save you when your speed (and transversal) is dropped by 80%.

When in a Vexor, what scares me most is an Interceptor, who can stay outside my overheated web range, lock me down with a warp disruptor, and slowly plink away at my light drones while actively tanking them and remaining impossible for me to track (even with Null M able to reach their range). I will never willingly engage an Interceptor in a Vexor (unless I'm unusually fitted, and even then I'm not hoping for a kill, just to force them to disengage).

On the flip side, if I was in a Thorax (a ship I don't really fly often), I'd be weak against different targets.


The short version is - different cruisers have different strengths and weaknesses for anti-frigate work.

In this case you fall into the "When not Using Guns" category as you have tailored your fit to hit frigates with your drones by use of the double webs and drones are still the majority of your damage output. These were meant to be guidelines as 6k characters is nowhere near enough to describe all the situations I can think of.

So your example is fine but you're referring to the wrong section with it. Afterburning frigates can still transversal tank blasters even with a single web but your drones will tear them apart. A frigate going after a Thorax on the other hand is a little sketchy because he will probably web when you try to get close making getting your orbit tricky and the drones can be an issue if you do get in close. If you do manage to get into a sub 1500 m orbit and kill the drones though I like you chances. The HP bonus to drones and replacement waves on a Vexor all but rule out using the same strategy on it.

If you are so inclined though when flying a brawling cruiser carry a mobile depot and a few warp core stabs in your cargo. If you win a fight but are being held down by a condor or crow or some such nonsense for an extremely slow death, drop your depot refit stabs and leave.

Reality has an almost infinite capacity to resist oversimplification.

DJentropy Ovaert
The Conference Elite
The Conference
#14 - 2014-06-18 11:19:54 UTC
Aaril wrote:
I am just getting into pvp and have actually done some solo roaming in a Tristan, but everyone has ran from me (wtf...a T1 frigate running from another T1 frigate before the fight even starts). I can see myself continuing to try and solo roam in frigates, but my question is pertaining to people trying to solo pvp in larger ships.

I hear about people solo pvp'ing in Cruiser and even BCs, but cannot even imagine this. For example, in low sec a cruiser or BC would get locked down by a frigate and then its just wait one minute for the 15+ frigates to show up to destroy it. Regardless of money, it just seems like you would get almost no kills and die all the time to roaming frigate gangs. Maybe there are areas of space that are conducive to solo pvp in a BC, but from my experience you have two types of zones...nearly empty zones where everyone runs because they aren't there to fight and full zones that have roaming fleets.

On top of this, most of the solo pvp fits are MWD/medium short range guns (such as medium blasters) for the cruisers and BCs. A frigate can just sit at 20km and laugh. Heck, even with the MWD some AB frigates can probably kite it easily.

Can someone explain to me why I am wrong? Like I said, I am practically new to the pvp scene, and just trying to understand how I can utilize my Cruiser V and BC V skills without needing a supporting fleet. I am really wanting to try a Myrm in pvp is why I am asking.


Personally, when it comes to larger ships and solo or very small gang PVP - I advise a lot of caution before getting involved. The first thing I would do is make sure that your core skills, and I mean all of those core skills - are maxed out or at least at level IV. Most skills provide a flat % boost per level, and what seems like a small boost in a frigate (Example: the Evasive Maneuvering skill) can have a huge impact in a Battlecrusier or Battleship.

From there (and this is just the way I like to do things, I don't mind taking PVP losses but I try to keep them minimal, I hate just throwing money away!) - I would get setup to access the test server, contact a few people at random there or ask a few friends to come with you, and spend a LOT of time practicing. This way you can get decent without blowing billions of ISK on replacing losses.

Finally, and again - this is just personal preference - I find that truly mastering the smaller ships before even thinking about using anything larger is just a good idea in general. My main account has about 55 million SP and I still don't quite feel like I have mastered every single aspect of flying the Tristan, but I am pretty darn confident in one and tend to get a lot of kills that leave people wondering just how I pulled it off. Before even getting into playing with the BC and the BS, master that Cruiser! If you enjoy Gallente ships and drones (which I assume you probably do) - the Vexor is an amazing beast, and climbing up the skill tree to get into a Ishtar is a great option.

Hope there was something in here that helps you!
Inxentas Ultramar
Ultramar Independent Contracting
#15 - 2014-06-18 11:27:08 UTC  |  Edited by: Inxentas Ultramar
I'm one of those players that solos in larger hulls (up to BC) from time to time, but indeed - I use completely different tactics and generally keep to a few well-bookmarked systems. I won't blindly commit to a gate and I'll stalk a single system for far longer, then I would in a frigate. One advice would be to make bookmarks for each planet that has belts, in a position where most belts don't visually overlap. Bouncing between these untill you find an appropriate target prevents you from getting caught on celestials, and -barring combat scanner probes - choosing your engagements.
Aaril
Pandemic Horde Inc.
Pandemic Horde
#16 - 2014-06-19 00:06:24 UTC  |  Edited by: Aaril
Some really great replies. I may try some Vexor fits when I am worth enough I can afford to lose them. I have most support skills have IV and V. Pretty much all gunnery at V. Drones all V (expect specs/mining/electronics). Frig/Cruiser/BC/BS all at V.

I have decent skills...but I literally had this account for two years (two years of mostly training queue...I had tried the game in the past so I knew what direction to take my character and how to maximize attributes) before actually really playing the game. I would also off-and-on do Federation Navy L4s to grind for JCs, but didn't really start playing the game until about 3 weeks ago...so I am a 43ish million SP noob. Shocked

I had 20 Tristans couriered over near the Heyd area (4 different fits). Hopefully they don't all get murdered and I learn some good piloting skills (because I spent most of my isk on them lol). Big smile
Praxis Ginimic
The Scope
Gallente Federation
#17 - 2014-06-19 00:53:55 UTC
I have taken on up 3 & 4 man frig or AF gangs in a t1 cruiser many times and come out in top... I've also lost cruisers to 2 man frig gangs. Its all about knowing what you can take and who has friends close enough to provide back-up.

You will have to get to know your area, leave FW zones and see how you fair, know the big players what tactics they lean toward.

All og this is just an educated guess when the fight goes down but every bit helps...

Good luck
Sabriz Adoudel
Move along there is nothing here
#18 - 2014-06-19 05:44:28 UTC
Inxentas Ultramar wrote:
I'm one of those players that solos in larger hulls (up to BC) from time to time, but indeed - I use completely different tactics and generally keep to a few well-bookmarked systems. I won't blindly commit to a gate and I'll stalk a single system for far longer, then I would in a frigate. One advice would be to make bookmarks for each planet that has belts, in a position where most belts don't visually overlap. Bouncing between these untill you find an appropriate target prevents you from getting caught on celestials, and -barring combat scanner probes - choosing your engagements.



I've done some soloing in a battleship before, but only in ships that have very strong anti-frigate defenses (Dominix mainly), and I can tell you, if there is one thing I do not do, it's stay in one system long.

A Dominix won't *quite* attract a Carrier pilot normally, but it could very well attract a bored one. If someone is bored and spots you on D-scan in lowsec in a battleship, you could very well be hotdropped. As such I do not like staying in a system for more than five minutes.

I do want to, at some point, set up a one-person gatecamp in a Marauder, however, on the low side of a low-high gate. Capital pilots are very uncomfortable with the idea of hotdropping on top of a gate, a Marauder can tank anything short of a 5+ person gang with at least one dedicated neuting ship, a sieged Dreadnought or a supercarrier, and also Marauders are underestimated by a lot of people who will think 'easy kill, idiot PVE'er lost in lowsec'. The ships you cannot kill will generally be unable to tank gate gun fire.

Of course, do not do *that* unless you are not phased by the loss of a billion ISK (or more) ship.

I support the New Order and CODE. alliance. www.minerbumping.com

Petrus Blackshell
Rifterlings
#19 - 2014-06-19 20:21:50 UTC  |  Edited by: Petrus Blackshell
I solo in battleships. In nullsec. Pirate

Soloing in bigger ships you need to get creative on how you manage escaping traps and getting small ships off your face. For this reason, it's very difficult to solo in certain big ships (e.g. Maelstrom), while others are more amenable (though still quite difficult), like the Dominix or Typhoon.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Inxentas Ultramar
Ultramar Independent Contracting
#20 - 2014-06-20 08:00:08 UTC  |  Edited by: Inxentas Ultramar
Sabriz Adoudel wrote:
Inxentas Ultramar wrote:
I'm one of those players that solos in larger hulls (up to BC) from time to time, but indeed - I use completely different tactics and generally keep to a few well-bookmarked systems. I won't blindly commit to a gate and I'll stalk a single system for far longer, then I would in a frigate. One advice would be to make bookmarks for each planet that has belts, in a position where most belts don't visually overlap. Bouncing between these untill you find an appropriate target prevents you from getting caught on celestials, and -barring combat scanner probes - choosing your engagements.



I've done some soloing in a battleship before, but only in ships that have very strong anti-frigate defenses (Dominix mainly), and I can tell you, if there is one thing I do not do, it's stay in one system long.

A Dominix won't *quite* attract a Carrier pilot normally, but it could very well attract a bored one. If someone is bored and spots you on D-scan in lowsec in a battleship, you could very well be hotdropped. As such I do not like staying in a system for more than five minutes.

I do want to, at some point, set up a one-person gatecamp in a Marauder, however, on the low side of a low-high gate. Capital pilots are very uncomfortable with the idea of hotdropping on top of a gate, a Marauder can tank anything short of a 5+ person gang with at least one dedicated neuting ship, a sieged Dreadnought or a supercarrier, and also Marauders are underestimated by a lot of people who will think 'easy kill, idiot PVE'er lost in lowsec'. The ships you cannot kill will generally be unable to tank gate gun fire.

Of course, do not do *that* unless you are not phased by the loss of a billion ISK (or more) ship.


Most of my small-gang kills vs BS are on gates. When truly solo (no scouts, no links) I deem jumping a gate blindly to be taking a big risk. Way bigger then being spotted by a bored cap pilot and hotdropped in a safe. There's also a method to make it even harder to probe you out: continuous bookmarking while in warp, prevent using the same bookmark twice. Always sit aligned in a safe. BCs have less terrible warp speed and are a bit quicker to bounce. Bouncing with a BS is terribly slow, I'd imagine a quick-prober could get your sig before you realign after landing. So I definately get your points, but do you really commit to gates blindly every few minutes?

It's also a big difference whether you fly in hostile territory or in your own backyard, where you might have known cap pilots on your watchlist. Lol
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