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Gank - Gatecamp ships by class

Author
LordEnforcer
Imperial Academy
Amarr Empire
#1 - 2014-08-29 19:11:31 UTC
I am examining and creating a story about gatecamp and ganking

Can I get some feedback on preferred ships for this by class?

I am hoping to get a wide range of answers
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#2 - 2014-08-29 19:45:37 UTC  |  Edited by: Antillie Sa'Kan
In hisec:

Tornado
Talos
Catalyst
Thrasher

In low:

-anything larger than a destroyer-

In null:

Same as low but add dictors, frigs, dessies, and static bubbles
Elisiist Aldent
Federal Navy Academy
Gallente Federation
#3 - 2014-08-29 20:10:57 UTC
For lowsec gate camp you want to have generally at least 30k ehp to tank the guns, plus a couple logi's

Good armor tank gatecamp. (from experience)
Ashimmu - long range webs
Phobos - infinipoint tackle (so many tears from stabbed travel fits)
2x Myrmidon - Remote sebo's for ashimmu (ashimmu needs rougly 900scan res)
2x Oneiros- Logi / Remote sebo's for Phobos (phobos needs rougly 1300 scan res)
Command ships for links

From there just add a couple dps boats.


LordEnforcer
Imperial Academy
Amarr Empire
#4 - 2014-08-29 22:49:44 UTC
are there any good setups you prefer?
Paranoid Loyd
#5 - 2014-08-29 22:52:33 UTC  |  Edited by: Paranoid Loyd
Antillie Sa'Kan wrote:
In hisec:

Tornado
Talos
Brutix
Vexor
Moa
Thorax

Catalyst
Thrasher

In low:

-anything larger than a destroyer-

In null:

Same as low but add dictors, frigs, dessies, and static bubbles

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Meloni HELL
Sebiestor Tribe
Minmatar Republic
#6 - 2014-08-30 00:14:57 UTC
The Arazu / Keres are also great - same with Hyena / Rapier (Or the non-cloaky version) - in null at least.
Dato Koppla
Spaghetti Militia
#7 - 2014-08-30 00:51:34 UTC
Elisiist Aldent wrote:
For lowsec gate camp you want to have generally at least 30k ehp to tank the guns, plus a couple logi's

Good armor tank gatecamp. (from experience)
Ashimmu - long range webs
Phobos - infinipoint tackle (so many tears from stabbed travel fits)
2x Myrmidon - Remote sebo's for ashimmu (ashimmu needs rougly 900scan res)
2x Oneiros- Logi / Remote sebo's for Phobos (phobos needs rougly 1300 scan res)
Command ships for links

From there just add a couple dps boats.




Don't forget remote sensor boosted T3s with the scan res subsystem. Lokis and Legions can both reach about 2k scan res with 4x remote sebos, Lokis are preferable because they get more midslots than Legions. Also, while long range webs are nice to have 90% webs are also useful for a lowsec gatecamp to prevent fast ships like Nano cruisers from burning back to gate.
Paranoid Loyd
#8 - 2014-08-30 00:55:54 UTC
LordEnforcer wrote:
are there any good setups you prefer?


Each scenario requires a different fit. There is no good setup without the scenario in which it will be used.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Helena Tiberius Mabata
Doomheim
#9 - 2014-08-30 02:11:24 UTC
Don't Forget that here in CODE. We use vexors to suicide gank as well as brutix's ( i dont think i saw brutes listed but im exausted soo yea ) and honestly any ship can be a gank ship, meta 3 atrons can gank shuttles, pods, ventures, prospects, and such as well if they are not on gate.
Froggy Storm
KarmaFleet
Goonswarm Federation
#10 - 2014-08-30 04:46:04 UTC
All gank ABCs with a static bubble are good for nabbing explorers and other traffic that is silly enough to pass gate to gate in nul.
Elisiist Aldent
Federal Navy Academy
Gallente Federation
#11 - 2014-08-30 11:15:36 UTC  |  Edited by: Elisiist Aldent
LordEnforcer wrote:
are there any good setups you prefer?


Genrally all ships get a T2 1600 plate. Lots of resist added in. 30k ehp is a minimum. but 50k+ is prefered.

The phobos I use with that characters skills is about 380dps on Navy Antimatter and 115K ehp with the booster. Granted its role is not DPS. It also has 3 Sensor booster 2s and with links is over 1,000scan res w/o the remote sebo's (note that once a Hictor activates its WDFG it looses its remote sebo's.) It usually gets 2 remote sebo's on top of that. Thats enough scan res to catch shuttles, and generally have no problem locking viators before they can recloak. The advantage to useing a Hictor as tackle in lowsec is the WDFG w/ script. 36km infinipoint w/o links. Infinipoint means that it is equal to an infinite number or Warp Disruptors, negating the use of stabs or ships +core strength stats.

The groups that my characters camp gate with prefer the Ashimmu over the Rapier/Hugg for long range webs. The reason for this is simply tank and DPS. As far as the setup goes. 3 decently ranged / priced webs (I think we use caldari navy.. but don't quote me on that) w/ just the remote sebos for scan res. You do not want the ashimmu outlocking the hictor. If you put webs on a ship thats not pointed... instawarp (even if you put a point on the ashimmu you will insta warp stabbed ships)

I think the best option for an on grid booster is the Eos. Can use its links w/o much loss of DPS.

Beyond that you just need the Logi and the dps. We like to keep the fleet around 11 or 12 people, so both logi's can lock up the entire group. (if we go higher the phobos is generally not locked due to its massive EHP and disallowed remote assistance while WDFG is online)

Now for tactics...

Orbit gate at optimal and deploy drones. cloaky scout sits on other side of gate giving heads up on what is about to come through the gate. One person is designated long range D-scan, another person is designated short, and a third person is designated as local counter. (letting us know +1, -1, SPIKE!)
When a potential target lands on the opposite side of the gate the scout informs us of what is there and links name if they get the chance. Also informs of the second the gate is activated. At this time the Points, Webs, Guns are preloaded to where simply clicking the target in the overview will start the lock and weapons, points, webs, will instantly engage as soon as lock is established.
Once the target(s) is/are destroyed and there are no potential targets about to come through the gate, drones are recalled and ships begin bouncing to a safe and back to loose the gate guns.

The things to look out for are getting back doored, baited into a fleet fight, and hotdrops (though the only times we have been hot dropped gate camping there was a bait sent in first..... we generally melt the bait before they can get the cyno lit we 6000-7000dps on field)
Elisiist Aldent
Federal Navy Academy
Gallente Federation
#12 - 2014-08-30 11:23:57 UTC
Dato Koppla wrote:
Elisiist Aldent wrote:
For lowsec gate camp you want to have generally at least 30k ehp to tank the guns, plus a couple logi's

Good armor tank gatecamp. (from experience)
Ashimmu - long range webs
Phobos - infinipoint tackle (so many tears from stabbed travel fits)
2x Myrmidon - Remote sebo's for ashimmu (ashimmu needs rougly 900scan res)
2x Oneiros- Logi / Remote sebo's for Phobos (phobos needs rougly 1300 scan res)
Command ships for links

From there just add a couple dps boats.




Don't forget remote sensor boosted T3s with the scan res subsystem. Lokis and Legions can both reach about 2k scan res with 4x remote sebos, Lokis are preferable because they get more midslots than Legions. Also, while long range webs are nice to have 90% webs are also useful for a lowsec gatecamp to prevent fast ships like Nano cruisers from burning back to gate.


We generally don't use T3s in lowec. I believe you are referring to using a T3 as tackle? Only reason I could see getting 2k scan res on any ship is for tackle reasons... if so you would only want to use the Proteus for its tackle range bonuses.. Remember you can spawn on any side of the gate.. if you are orbiting at 5km and the target spawns on the far side of the gate.. you are going to end up 17+ km away from the target. I which case good luck tackling it. This is one reason we use hictors (the other is the infinite point strength)

The other reason we don't use T3s is because we like to kill bait just to see what they plan to bring, and most of use have all our subsystem skills to 5 and don't really care to loose that many SP.
Nick Starkey
Native Freshfood
Minmatar Republic
#13 - 2014-08-30 21:07:58 UTC  |  Edited by: Nick Starkey
The gnosis deserves a special mention. It has a high sensor res for a BC which makes it easier to lock slow align frigates/dessies with a bunch of sensor bosters due to its 6-6-6 layout and still have room for armor buffer. A loki or proteus with proper subsystems will outperform it, but this is less SP depedent and won't hurt you when you die.

Other important ships: anything with 90% webs so people can't burn back to gate. Properly tanked recons (Rapier esp) are also great due to long range webs.

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