These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Crime & Punishment

 
  • Topic is locked indefinitely.
 

Curious about Gatecamps

Author
Mag's
Azn Empire
#21 - 2015-05-06 13:24:18 UTC
I love C&P. Lol

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mortlake
Republic Military School
#22 - 2015-05-06 13:43:29 UTC
I substituted the word 'Gatecamps' for the word 'Ladies' and found the post to be much more entertaining.

Sometimes you hit the bar and sometimes the bar hits you...

Ria Nieyli
Nieyli Enterprises
SL33PERS
#23 - 2015-05-06 13:48:55 UTC
This thread, my goodness.
Noragen Neirfallas
Emotional Net Loss
#24 - 2015-05-06 14:07:19 UTC
Mortlake wrote:
I substituted the word 'Gatecamps' for the word 'Ladies' and found the post to be much more entertaining.

My god this thread just got better

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Mobadder Thworst
Doomheim
#25 - 2015-05-06 14:58:03 UTC  |  Edited by: Mobadder Thworst
Annemarie Menis wrote:
Hi,

I'm somewhat new to pvp. My partner and I have been trying lowsec roams to try and get into it. However, we've encountered some gatecamps in our travels and it seems that they're very hard or impossible to defend against or avoid while flying a standard combat ship.

I'm just curious to know how the community at large feels about gate camps, such as how fun they are for either party (relevant? no?) or how much interesting and engaging gameplay they add to EVE. In addition, I'm curious as to whether CCP plans to remove or modify gatecamps so that there's more interactive gameplay involved.

Keep in mind I'm not looking for ship fits, tips, or help avoiding/defending against gatecamps.



Not to nitpick verbiage, but what could be more interactive than a gate camp?

If collaboration is the goal (and I think it is the foundation of fun) we need more gate camps. I like gate camps. I like looking at them and interacting with them. I enjoy being in gate camps. Overall, I think gate camps are fantastic.

I can't remember the last time I found a non-interactive gate camp. I haven't played much in a while, but this didn't used to be an issue.
Mo
Omar Alharazaad
New Eden Tech Support
#26 - 2015-05-06 15:01:33 UTC
I've found non-interactive gate camps before. I'm going to assume they were afk or busy on comms, because the notion that I may have intimidated them is simply silly.

Come hell or high water, this sick world will know I was here.

Mobadder Thworst
Doomheim
#27 - 2015-05-06 15:07:39 UTC  |  Edited by: Mobadder Thworst
Omar Alharazaad wrote:
I've found non-interactive gate camps before. I'm going to assume they were afk or busy on comms, because the notion that I may have intimidated them is simply silly.


I'm pretty sure that's petition-able. No matter how you look at it, that's a defective gate camp.

I would be totally intimidated by you... Especially now that I've been rejected by Marmite and the Holysheet1 corp(even though I said I liked his face piercings).

Still trying to be the star of Perkone.
Mo
Demerius Xenocratus
The Scope
Gallente Federation
#28 - 2015-05-06 16:16:00 UTC
Gatecampers always seem to have urgent business in the nearest station when their scout sees something coming that could actually put up a fight.
Mag's
Azn Empire
#29 - 2015-05-06 17:16:37 UTC
Demerius Xenocratus wrote:
Gatecampers always seem to have urgent business in the nearest station when their scout sees something coming that could actually put up a fight.
Yea we all suck. Go figure. Big smile

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#30 - 2015-05-06 18:02:24 UTC
Demerius Xenocratus wrote:
Gatecampers always seem to have urgent business in the nearest station when their scout sees something coming that could actually put up a fight.

They'd be pretty ******** if they just sat there waiting to die when they see a fight they can't take coming.
admiral root
Red Galaxy
#31 - 2015-05-06 18:10:31 UTC
Vimsy Vortis wrote:
Demerius Xenocratus wrote:
Gatecampers always seem to have urgent business in the nearest station when their scout sees something coming that could actually put up a fight.

They'd be pretty ******** if they just sat there waiting to die when they see a fight they can't take coming.


But honourable PvP!

No, your rights end in optimal+2*falloff

Tengu Grib
Caldari Provisions
Caldari State
#32 - 2015-05-06 18:19:04 UTC
Noragen Neirfallas wrote:
I thought I was being down right polite. Oh well perhaps the next person who claims to have interacted with gate camps in lowsec will have actually interacted with gate camps in lowsec and then we can discuss gate camps in lowsec.

And for those wondering if i can say that 3 times fast
Gatecamps in low sec
gatecramps in lowshreck
greatgramps in lowskek.

dam


I tried it and also failed.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Tengu Grib
Caldari Provisions
Caldari State
#33 - 2015-05-06 18:20:35 UTC
Vimsy Vortis wrote:
Demerius Xenocratus wrote:
Gatecampers always seem to have urgent business in the nearest station when their scout sees something coming that could actually put up a fight.

They'd be pretty ******** if they just sat there waiting to die when they see a fight they can't take coming.


I would agree that failing to avoid a clearly impossible fight that can easily be avoided (your scout sees it coming) would make their FC really bad at their job.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Deuce McGuilicuddy
Jebediah's Minimally Invasive Salvage and Recovery
#34 - 2015-05-06 18:59:09 UTC  |  Edited by: Deuce McGuilicuddy
OP: Think outside the box. Fit a probe launcher and use wormholes. Hell, find one that drops you into the system they are gatecamping in, find a few friends (friendship best ship), sneak in behind enemy lines and dunk their camp. Does this take effort? Yes. Is it fun as hell? Hell yes! The universe is your oyster, don't whine about the shell, find a shucker ************!

Gatecamps are just fine. They provide content for both the camper and campee, as well as provide targets for savvy capsuleers. Hell, you know where they are, you know what they're flying. Bring the paper to their rock and get a few easy kills. Or complain on the forums on an alt.
Mag's
Azn Empire
#35 - 2015-05-06 19:21:36 UTC
admiral root wrote:
Vimsy Vortis wrote:
Demerius Xenocratus wrote:
Gatecampers always seem to have urgent business in the nearest station when their scout sees something coming that could actually put up a fight.

They'd be pretty ******** if they just sat there waiting to die when they see a fight they can't take coming.


But honourable PvP!
But not real PvP, amiright?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#36 - 2015-05-06 23:47:51 UTC  |  Edited by: Vimsy Vortis
Good old e-bushido. Allowing habitual losers to feel better about their incompetence since 2003.

"Waaa I exploded, damn those guys and their dishonorable ECM/Logistics/Numbers/Links/Implants/Boosters/Spies/Cynos/More SP/Better ships/Whatever else I want to blame my loss on, if only they had been honorable we would have won".

It doesn't matter to the victor if the loser considers them honorable, all the concept does is appease the ego of the loser.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#37 - 2015-05-07 02:27:05 UTC
Annemarie Menis wrote:
Hi,

I'm somewhat new to pvp. My partner and I have been trying lowsec roams to try and get into it. However, we've encountered some gatecamps in our travels and it seems that they're very hard or impossible to defend against or avoid while flying a standard combat ship.

I'm just curious to know how the community at large feels about gate camps, such as how fun they are for either party (relevant? no?) or how much interesting and engaging gameplay they add to EVE. In addition, I'm curious as to whether CCP plans to remove or modify gatecamps so that there's more interactive gameplay involved.

Keep in mind I'm not looking for ship fits, tips, or help avoiding/defending against gatecamps.

While you probably won't see this post, I'll try to reply seriously.

First, what standard fit combat ships are you flying? Most MWD fit cruisers can burn back to the gate moderately safely, as can most ships with oversized prop mods, though this is a little riskier.

Steps when encountering a gate camp:
1. Don't panic.
2. Hold gate cloak and look around for a bit. Observe where their tackle ships are located. Check for logistics or Ewar on field. If you decloak now, and attempt to warp, what are the chances you will be caught? If you burn away from the gate, align and attempt to kill their tackle, do you have a chance of warping off? Can you make it back to the gate?
3. Create a plan of action based on the previous questions.
4. Execute. Move to either A, B, or C below based on the plan chosen.
4a. Decloak and warp off. Good job, they didn't have enough sensor boosters, and you aligned too quickly. Or maybe their tackle was out of position. If you didn't survive, suck it up and get a new ship.
4b. Decloak, align to a celestial, and try to pick off any tackle in range. This usually depends on having a anti-support ship such as a nomen or caracal, and hoping that your enemies don't have a super tanked keres with logi support. Trying this in a lightly tanked frigate will not work against most camps.
4c. Crash the gate. Click on the gate. Hit appproach. Within 1 server tick (second) of your ship declocking, shift click and then normal click your microwarpdrive. If you do this right, your MWD will activate immediately after decloaking. Cross your fingers and pray. Hopefully you will reach the gate alive. Pay attention to who attacks you. Those people will have weapons timers. If you are in a frigate or destroyer, you might get away with jumping the gate immediately and attempting to warp. In slower ships you will want to split their forces by jumping after they attack, so some of their fleet can't follow. You can keep crashing the gate looking for an oppurtunity to execute either A or B above.

As for removing gate camps, well, screw that. Yes they are an annoying choke point, but they've been here for 12 years, and are an integral part of the game.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Mobadder Thworst
Doomheim
#38 - 2015-05-07 02:47:48 UTC
BeBopAReBop RhubarbPie wrote:
Annemarie Menis wrote:
Hi,

I'm somewhat new to pvp. My partner and I have been trying lowsec roams to try and get into it. However, we've encountered some gatecamps in our travels and it seems that they're very hard or impossible to defend against or avoid while flying a standard combat ship.

I'm just curious to know how the community at large feels about gate camps, such as how fun they are for either party (relevant? no?) or how much interesting and engaging gameplay they add to EVE. In addition, I'm curious as to whether CCP plans to remove or modify gatecamps so that there's more interactive gameplay involved.

Keep in mind I'm not looking for ship fits, tips, or help avoiding/defending against gatecamps.

While you probably won't see this post, I'll try to reply seriously.

First, what standard fit combat ships are you flying? Most MWD fit cruisers can burn back to the gate moderately safely, as can most ships with oversized prop mods, though this is a little riskier.

Steps when encountering a gate camp:
1. Don't panic.
2. Hold gate cloak and look around for a bit. Observe where their tackle ships are located. Check for logistics or Ewar on field. If you decloak now, and attempt to warp, what are the chances you will be caught? If you burn away from the gate, align and attempt to kill their tackle, do you have a chance of warping off? Can you make it back to the gate?
3. Create a plan of action based on the previous questions.
4. Execute. Move to either A, B, or C below based on the plan chosen.
4a. Decloak and warp off. Good job, they didn't have enough sensor boosters, and you aligned too quickly. Or maybe their tackle was out of position. If you didn't survive, suck it up and get a new ship.
4b. Decloak, align to a celestial, and try to pick off any tackle in range. This usually depends on having a anti-support ship such as a nomen or caracal, and hoping that your enemies don't have a super tanked keres with logi support. Trying this in a lightly tanked frigate will not work against most camps.
4c. Crash the gate. Click on the gate. Hit appproach. Within 1 server tick (second) of your ship declocking, shift click and then normal click your microwarpdrive. If you do this right, your MWD will activate immediately after decloaking. Cross your fingers and pray. Hopefully you will reach the gate alive. Pay attention to who attacks you. Those people will have weapons timers. If you are in a frigate or destroyer, you might get away with jumping the gate immediately and attempting to warp. In slower ships you will want to split their forces by jumping after they attack, so some of their fleet can't follow. You can keep crashing the gate looking for an oppurtunity to execute either A or B above.

As for removing gate camps, well, screw that. Yes they are an annoying choke point, but they've been here for 12 years, and are an integral part of the game.


+1 bebop.

In light of this, I'll add something of value.

Read lesson 7 (timers) in this old tutorial I wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=290227

It'll explain the basis of your options if you land in the camp on gate and have not jumped.

Bebop accurately describes your situation if you discover the camp after you jump.

The next lesson is building nano ships for gate camps. I explain nano ships either in this tutorial or the one before it (linked in the start of the tutorial).

Idea is this: make a battle cruiser/hac so fast that nothing that could catch it can withstand flying into its guns.

Then you always run away so that you can project damage perfectly behind you. This doesn't work well solo with missiles due to their weaknesses at speed.

It, as well as oversized AB ships, is viable and fun.
Demerius Xenocratus
The Scope
Gallente Federation
#39 - 2015-05-07 16:41:38 UTC
Mobadder Thworst wrote:
BeBopAReBop RhubarbPie wrote:
Annemarie Menis wrote:
Hi,

I'm somewhat new to pvp. My partner and I have been trying lowsec roams to try and get into it. However, we've encountered some gatecamps in our travels and it seems that they're very hard or impossible to defend against or avoid while flying a standard combat ship.

I'm just curious to know how the community at large feels about gate camps, such as how fun they are for either party (relevant? no?) or how much interesting and engaging gameplay they add to EVE. In addition, I'm curious as to whether CCP plans to remove or modify gatecamps so that there's more interactive gameplay involved.

Keep in mind I'm not looking for ship fits, tips, or help avoiding/defending against gatecamps.

While you probably won't see this post, I'll try to reply seriously.

First, what standard fit combat ships are you flying? Most MWD fit cruisers can burn back to the gate moderately safely, as can most ships with oversized prop mods, though this is a little riskier.

Steps when encountering a gate camp:
1. Don't panic.
2. Hold gate cloak and look around for a bit. Observe where their tackle ships are located. Check for logistics or Ewar on field. If you decloak now, and attempt to warp, what are the chances you will be caught? If you burn away from the gate, align and attempt to kill their tackle, do you have a chance of warping off? Can you make it back to the gate?
3. Create a plan of action based on the previous questions.
4. Execute. Move to either A, B, or C below based on the plan chosen.
4a. Decloak and warp off. Good job, they didn't have enough sensor boosters, and you aligned too quickly. Or maybe their tackle was out of position. If you didn't survive, suck it up and get a new ship.
4b. Decloak, align to a celestial, and try to pick off any tackle in range. This usually depends on having a anti-support ship such as a nomen or caracal, and hoping that your enemies don't have a super tanked keres with logi support. Trying this in a lightly tanked frigate will not work against most camps.
4c. Crash the gate. Click on the gate. Hit appproach. Within 1 server tick (second) of your ship declocking, shift click and then normal click your microwarpdrive. If you do this right, your MWD will activate immediately after decloaking. Cross your fingers and pray. Hopefully you will reach the gate alive. Pay attention to who attacks you. Those people will have weapons timers. If you are in a frigate or destroyer, you might get away with jumping the gate immediately and attempting to warp. In slower ships you will want to split their forces by jumping after they attack, so some of their fleet can't follow. You can keep crashing the gate looking for an oppurtunity to execute either A or B above.

As for removing gate camps, well, screw that. Yes they are an annoying choke point, but they've been here for 12 years, and are an integral part of the game.


+1 bebop.

In light of this, I'll add something of value.

Read lesson 7 (timers) in this old tutorial I wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=290227

It'll explain the basis of your options if you land in the camp on gate and have not jumped.

Bebop accurately describes your situation if you discover the camp after you jump.

The next lesson is building nano ships for gate camps. I explain nano ships either in this tutorial or the one before it (linked in the start of the tutorial).

Idea is this: make a battle cruiser/hac so fast that nothing that could catch it can withstand flying into its guns.

Then you always run away so that you can project damage perfectly behind you. This doesn't work well solo with missiles due to their weaknesses at speed.

It, as well as oversized AB ships, is viable and fun.


If they are not utter morons they will have instalock + ranged web/scram (Arazu and Ashimmu are popular for these purposes).

Fit all the nanos you want, it won't matter.

If it's a half ass gate camp you can probably warp off or burn back to gate before they wake up.
Demerius Xenocratus
The Scope
Gallente Federation
#40 - 2015-05-07 17:01:18 UTC
Vimsy Vortis wrote:
Good old e-bushido. Allowing habitual losers to feel better about their incompetence since 2003.

"Waaa I exploded, damn those guys and their dishonorable ECM/Logistics/Numbers/Links/Implants/Boosters/Spies/Cynos/More SP/Better ships/Whatever else I want to blame my loss on, if only they had been honorable we would have won".

It doesn't matter to the victor if the loser considers them honorable, all the concept does is appease the ego of the loser.


Pretty sure you can't light a cyno in highsec. So you needn't worry. And you can just hide all your other CONCORD-protected trump cards on neutral alts. No one with a brain is impressed.