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An explorer's tale

First post
Author
Serah Rivia
Center for Advanced Studies
Gallente Federation
#41 - 2014-09-28 00:58:47 UTC
Ayx Shewma wrote:
Serah Rivia wrote:


Why does the cost on me have to be so grave,while the cost on the other player is null?


Because the other player is pvping. You are not.

This would be like a deer complaining about the obvious advantage a hunter has. Unlike the deer though, you have the option to fight back.

I explore null almost every day for hours on end. I haven't died from it for almost a year.


Hah,i like the thought! Very often , I compare the explorer's career with a deer's life...but deers can run ,and most likely outrun its persuers (Unless human technology is involved).

I am rather curious to find out more about how you survive a camped gate...
And i totaly agree,i m not PvPing,its not pvp,its feeding :P
Ayx Shewma
The Scope
Gallente Federation
#42 - 2014-09-28 01:16:14 UTC
Serah Rivia wrote:
Ayx Shewma wrote:
Serah Rivia wrote:


Why does the cost on me have to be so grave,while the cost on the other player is null?


Because the other player is pvping. You are not.

This would be like a deer complaining about the obvious advantage a hunter has. Unlike the deer though, you have the option to fight back.

I explore null almost every day for hours on end. I haven't died from it for almost a year.


Hah,i like the thought! Very often , I compare the explorer's career with a deer's life...but deers can run ,and most likely outrun its persuers (Unless human technology is involved).

I am rather curious to find out more about how you survive a camped gate...
And i totaly agree,i m not PvPing,its not pvp,its feeding :P


1. i never go to null without a covert ops cloak. period.
2. upon entering a system, do not immediately warp away. assess your surroundings first, you have plenty of time before decloak.
3. once you are safely away from the gate, always create safe spots first, in every system you enter. create a safe spot out in the middle somewhere, and create at least one spot between 150-300km away from every gate. try not to make safe spots in 'warp lanes' from other celestials. if you have to, scan down a sig first, warp to it, then use that point to warp to 100km from a gate, turn around and fly away until you are at least 150km away. it's time consuming but you'll be far safer in the future.
4. always check the star map for recent kills/jumps. if a system on your route has had more than 3-5 kills in the last hour, don't go to that system.
5. time of day matters too. play in 'off hours' if you can. personally, i like it when the server gets down to about 18000 people. so many more sites to run. Blink
Gorinia Sanford
Royal Amarr Institute
Amarr Empire
#43 - 2014-09-28 07:24:54 UTC
Serah Rivia wrote:
Guys,i see what you are trying to say,and i did not cover these parts because i would have to writte an essay for each trap people think of.

Warpbubbles,you think warping from a sun,or a planet or even from you own saved locations is gonna do the trick ? No,it wont,you will fall right into the warp bubbles,and on the containers,1.5 sec later you re dead because they poped another warp bubble on the spot just for you.

Why fly astero?The bonus that it gives are amazing,5+ on vir str? Its a must ,and bear in mind,not all players play this game for years,we cannot use 23mil ships without more than a month training.

There are no mechanics what so ever,what we have is one cloak,which doesnt help very much as i find out.

Another simple trick to ruin a explorer's day is to put the bubble near or behind the gate,so even if he warps with cloak on,he s done for,the gate will remove it,and will be vulnerable 5 times the time required for him to die.

Guys,please,if you are going to tell me to use a cheaper ship,come on. I am not a total idiot,there is reason for what i do.And i managed to escape once or twice,but having a survivability rate less than 20% gives me no comfort.


The Anathema has the same bonuses (even better once level covert ops skill to 4). Currently an Anathema is 19.5 mil with an Astero going for 73 mil in Jita. Shoot, you could buy three Anathemas, fitted (T1/T2 only, not faction) for the price of an empty Astero hull. Be wise in your choice of ship.
Gorinia Sanford
Royal Amarr Institute
Amarr Empire
#44 - 2014-09-28 07:46:35 UTC
Kanya Anninen wrote:
Serah Rivia wrote:
Kanya Anninen wrote:
On my main I regularly do 60+ null sec jumps in my cloaky astero doing sites.

1) Micro Warp Drive. I have NEVER got caught at a gate bubble using one of these.
2) ALWAYS cloak. When you enter a system, warp to a celestial and deploy probes then IMMEDIATELY cloak.
3) Scan down all Wormholes as well as data and relic sites while cloaked. Wormholes are an easy getaway. Warp to it, google the type and you'll soon find out where it takes you. Bookmark it in case you need a quick getaway. Wormholes scare null-sec people.
4) Use the statistics to make sure the systems you're flying into have the lowest amount of jumps in the last hour possible. Plan a route using waypoints around this idea.
5) If there is ANYONE in local just move on, if someone comes in when it's empty, burn and cloak, they will more than likely pass through.


Thanks a lot for the advice,i used almost all of them and more usualy..but wait a sec,you can find out where a WH leads?!I had no idea! I got in trouble a lot of times with WHs ,and decided to avoid them except if i had no other alternative...

I will look into that


The name (like K162) will indicate what class of WH it leads to, or, if it leads elsewhere in nulls, low, or high security.


Although, if a wormhole leads to hostile territory (i.e., say deep into Goonswarm territory and you're not a goon), you may go from the frying pan into the fire. Shoot, I'm primarily industry, but I need something to do to break up the monotony, so I'm taking a look at exploration.
Airdorn
Tempest Vector
#45 - 2014-09-28 16:47:09 UTC  |  Edited by: Airdorn
Quick bubble primer:

Warp bubbles are area-of-effect... they will stop warp capability of all ships except for Interceptors and Tech 3 cruisers that have the interdiction nullifier subsystem fitted. Warp core stabilizers have no effect in helping you escape since the area-of-effect is essentially an infinite point. Everything in this post is about all the other ships in Eve besides the two types mentioned above.

Warp bubbles have a dual effect. If your ship is inside the area-of-effect, your ship can't warp out of it. If your ship is already in system and warps to a location on a grid that contains a bubble, then if the bubble is in the direct path of your destination, the destination of your ship will change to land just slightly inside or right on the edge of the bubble. No, off-grid warp bubbles will not 'pull you out of warp' in mid flight. They just sort of tweak your actual destination landing spot to be on the edge of the bubble.


There are three main kinds of bubbles.

1. Mobile warp disruptors are deployed objects that project a bubble around them. The object itself can be destroyed but they seem to last forever otherwise. They can be seen on D-scan. they come in three sizes: small, medium, large. Tech 2 versions are also available that project a slightly larger area-of-effect than their Tech 1 counterparts.

2. Warp Disrupt Probes are launched by Interdictors and the area-of-effect has a 20km radius. The probe lasts for 2 minutes then explodes. It can be seen on D-scan.

3. Warp Disruption Fields are projected by Heavy Interdictors. The area-of-effect is 26km in radius and it follows the ship since it is simply being projected all around the ship from an onboard module. This field can't be seen on D-scan. So if you see one of the four Heavy Interdictors on D-scan (Onyx, Phobos, Devoter, Broadsword) then you can be sure that they have their field projected around the gate or whatever your destination.


Dropping Warp disruption probes from an interdictor or deploying a warp field from a heavy interdictor will not cause aggression for that pilot and they will be able to use a stargate and dock at stations immediately. So, even if you make it through a gate, they can follow you and try to snare you again.

Even though warp bubbles of all kinds are banned in empire space (that is, they can only be used in null sec and in w-space), heavy interdictor pilots can install a script into their special module that converts their warp field area-of-effect into an infinite point warp disruptor with a 26km range. This arrangement CAN be used in empire space just like any other warp disruptor, and this happens to be the only way super capital ships (which are normally immune to warp disruptors and scramblers) can be tackled in Empire. It acts like a disruptor, not a scrambler. It doesn't deactivate a micro warp drive.

When a gate camp snares and kills their victims, they'll often leave the destroyed ship's cargo container behind since this location happens to be a typical landing point for in-system warping. The cargo containers are then obstacles that can decloak future ships warping-in. This is acceptable tactics and within the EULA. (However, dropping dozens or hundreds of cargo containers or other objects in an attempt to 'lag' other players is NOT acceptable game play.) This is why warping to other locations not in-line with common travel routes is very important. If the gatecamp is using a small bubble, for example, then warping to some other celestial and then to the gate will usually get around it.

Large bubbles, or bubbles deployed by interdictors or heavy interdictors on top of gates will always stop a ship well shy of gate jumping range. This is why it's very helpful to have an on-grid bookmark some 300km or more from the gate. The idea here is to warp to the on-grid bookmark cloaked, and then directly observe the gate. When the bubble goes down, you can warp to the gate and jump. Remember that they can also jump, too.

If you find yourself sitting inside of a large bubble with hostile ships all around you after you had just jumped into a system, you have a decision to make. If you don't have a MWD and a covert ops cloak, then you're pretty much dead.


1. You can run back to the gate. Simply re-approach the gate and activate your cloak and then your MWD immediately, and you'll cloak while getting a nice boost. Then you jump back. Pilots in the gate camp might follow you through in an attempt to catch you again.

2. You can quickly align to some celestial -- hopefully one that's sort of in the direction to the nearest edge of the bubble -- cloak and click MWD quickly. Hopefully you'll MWD out of the bubble and then you can warp away before members of the gate camp run towards you and decloak you. If you are decloaked and still inside the bubble, then you're dead.

If you don't have a covert ops cloak fitted, then you're pretty much dead.. There's some success with an improved cloak and a MWD, but that so-called 'MWD cloak trick' is pretty sketchy and there's a high chance you'll get caught any time bubbles are involved because first and foremost, you have to be outside of the bubble to be able to get away, and that's going to eat up your initial quick speed boost.

If you're dumb enough to jump into a gate camp with no MWD and/or no cloak of any kind, then you're dead, period... and you deserve to be. :)

MOAR:

Bubbles that are deployed around you after you have initiated warp (but before you are actually warping away) WILL cancel your warp. However, bubbles that are dropped at your warp destination in-system AFTER you have initiated warp will NOT stop you... that is, they will not tweak your destination landing spot. You'll appear to pass right through the bubble as if it were not there and you'll be able to jump.

There's no way for anyone to stop you from warping or jumping if you are using a gate, accel gate, wormhole, etc.
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