These forums have been archived and are now read-only.

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

Warfare & Tactics

 
  • Topic is locked indefinitely.
12Next page
 

Escape gatecamps with interceptor

Author
Jan en Chasteaux
Center for Advanced Studies
Gallente Federation
#1 - 2015-07-25 17:13:45 UTC
Hi fellow capsuleers,

I am about to finish my training in Interceptors IV in a day or two. I will buy myself an interceptor with a task to travel nullsec. I've heard interceptors are great ships to escape gatecamps, and I just probably will go "front door".

What should experienced pilot do when he jumps into gatecamp flying interceptor? Should I MWD away and warp? Or should I just warp away?

Also about fittings. Do I need to fit interceptor with couple of Warp Core Stabilizers to pass camps, or they are so fast that stabs are not needed? I guess I don't need cloak too? But ship refitting is not a problem , I will take small mobile depot with me.

So what should I fit specially for passing gatecamps if any. And what action to take when in gatecamp. I've read a lot of material but mostly it's about regular ships, or cloaked ships but I haven't found any specific advice to interceptor. If you have it, please share.

Thank you
May Arethusa
Junction Systems
#2 - 2015-07-25 17:22:19 UTC
Fit for an align time of 1.9 seconds or lower. You'll be virtually unstoppable.

Going with stabs is accepting that you will be caught eventually and you're just hoping for the best. When nothing in the game can lock and point you before your warp begins, you're a lot safer. If you do get caught, it's probably your connection at fault.

Frankly, I don't believe you've looked very hard, because travel fit inties have been a thing for quite some time.
Jan en Chasteaux
Center for Advanced Studies
Gallente Federation
#3 - 2015-07-25 18:57:06 UTC
Malediction is easy to fit with Inertial Stabilizers to 1.9, but I was looking at Crusader and with all Stabilizers it's 2.7 s
NovaCat13
Seymourus and Co.
#4 - 2015-07-25 19:54:33 UTC
How are your skills agility-wise? Because All V a Crusader hits 1.8s with 3 i-stabs.

Just say NO to Dailies

Orlacc
#5 - 2015-07-25 20:35:03 UTC
Also, don't panic is a great tip.

"Measure Twice, Cut Once."

Starbuck05
Abiding Ormolus
#6 - 2015-07-25 20:37:52 UTC
Or you can just get a luxury yaucht ( spelled it right?)

Just because i am blond does not make me stoopid !

May Arethusa
Junction Systems
#7 - 2015-07-25 21:14:19 UTC
Jan en Chasteaux wrote:
Malediction is easy to fit with Inertial Stabilizers to 1.9, but I was looking at Crusader and with all Stabilizers it's 2.7 s


Turn your prop mod off. I was going to say something condescending but honestly, I couldn't be bothered.
Athryn Bellee
No Assets
#8 - 2015-07-26 20:49:27 UTC
Once you get your align below 1.9 just fit the rest with Warp Core Stabilizers so on the off chance a lucky instalocker gets you. Also make sure you have a Medium Shield Extender so smartbombers can't get you with a single hit.
Mephiztopheleze
Laphroaig Inc.
#9 - 2015-07-27 00:11:12 UTC
if all you want is a bubble immune taxi, then go for the <2s align 'ceptor.

if you want a combat capable 'ceptor, you probably won't be able to manage a <2s align.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

erg cz
ErgoDron
#10 - 2015-07-27 07:32:49 UTC
Starbuck05 wrote:
Or you can just get a luxury yacht ( spelled it right?)


Only with full set of genolution implantants or with faction inertia stabs. Otherwise you stay at 2 sec align time.
Bastion Arzi
Ministry of War
Amarr Empire
#11 - 2015-07-27 13:58:38 UTC
i guess you would need to look at what is in the gatecamp to decide how u need to act.

i havent played in months son things may have changed

in most cases i would say just warp to wherever your going becuase your ceptor is imune to bubles and align faster than a frig (iirc)

just warp off

now if you see ships giving scan res boosts u may be in trouble cos they may lock u instantly. If u land in a camp such as this keep calm.

you have 30 seconds to think and plan.

do u try to crash the gate?

do u burn towards a celestial (that is away from the enemies) (zoom out and take a look around)

as i sed in most cases u can juyst warp past people they will be too slow to catch you.

but look out for wierd energy being transfered between ships and stuff (could be mistaken for spider reps on gate i guess)

sry i cant give an exhaustive list of ships that give remote scan res boosting.
Eli Stan
Center for Advanced Studies
Gallente Federation
#12 - 2015-07-27 14:53:59 UTC
Jan en Chasteaux wrote:
I will buy myself an interceptor with a task to travel nullsec.


If all you're doing is traveling:


  1. Fit for sub-2 second align time.
  2. When leaving a gate, simply warp to your destination.
  3. Narrow-angle d-scan your destination upon first entering system. Smartbombing gatecamps can be a serious threat.
  4. If the destination is not clear or too far away, bounce off a celestial in order to come in from a different direction. Consider warping in at range (70 or 100 km) if you're particularly concerned. Multiple smartbomb ships around a gate could mean no approach angle at all is safe.
  5. Fit a cloak so you can safe up if you need to AFK. You cannot dock in SOV null unless you have been given permission by the SOV holder.
  6. Fit as much tank as you can. I'll repeat, smartbombs are a serious threat. A single smartbomb BS can wipe out all shield and half the armor of a shield-tanked interceptor in a single cycle. A single smartbomb BS can destroy an untanked interceptor in a single cycle.
  7. 3% implants can help noticeably, and are relatively cheap.


Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#13 - 2015-07-27 15:37:05 UTC  |  Edited by: Stalence
Almost anyway you normal way you fit it, you should be able to align and warp off before someone else can lock you.

If you run into insta-lockers, overheat your prop-mod and depending on the situation try either:

a) align off in a direction away from them and get into warp once you break their point
b) re-approach the gate and jump back into the system you came from before they kill you

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Legatus1982
Deep Core Mining Inc.
Caldari State
#14 - 2015-07-30 16:59:51 UTC  |  Edited by: Legatus1982
Jan en Chasteaux wrote:
Hi fellow capsuleers,

I am about to finish my training in Interceptors IV in a day or two. I will buy myself an interceptor with a task to travel nullsec. I've heard interceptors are great ships to escape gatecamps, and I just probably will go "front door".

What should experienced pilot do when he jumps into gatecamp flying interceptor? Should I MWD away and warp? Or should I just warp away?

Also about fittings. Do I need to fit interceptor with couple of Warp Core Stabilizers to pass camps, or they are so fast that stabs are not needed? I guess I don't need cloak too? But ship refitting is not a problem , I will take small mobile depot with me.

So what should I fit specially for passing gatecamps if any. And what action to take when in gatecamp. I've read a lot of material but mostly it's about regular ships, or cloaked ships but I haven't found any specific advice to interceptor. If you have it, please share.

Thank you


Use an inty with four low slots and put 2 stabs and one nano and two inertial Stabilizer. Then put rigs for turn speed with a medium azeopetric shield extender (it has a lower sig penalty) and an mwd with an em hardener if there is a third mid slot (can't remember if these ships have three mids but I think so). The mwd is just in case you run across a wreck you want to loot.

Ares works very well for this. I've never even had anyone lock me yet, and if they did it won't be with 3 points. Nobody keeps three instant pointers on a gate camp so if they did lock you'd still get out. Don't even bother burning back to gate, it's way more dangerous against prepared camps than just warping off for these fits.

I call it the gate crasher and I like to announce my arrival in local with "****, probably shouldn't have jumped this gate with a cargo full of plex" during my cloak timer just before waving and warping off. Some times I like to come back to the gate to give them a second chance and chat with them for a bit.
Substantia Nigra
Polaris Rising
The Bastion
#15 - 2015-07-31 02:16:05 UTC  |  Edited by: Substantia Nigra
I use ‘ceptors an awful lot when intel scouting or bookmark-collection building in hostile space. In doing this I have traversed numerous hostile gate camps, and the worst grief I faced so far is the occasional yellow boxing fast locker as I attain warp (and the frequent local-chat abuse). Never yet a red box. I have died, once, to a smart bombing gang but not to any ship that requires a target lock.
On the other side of things I have also been part of numerous gate camps trying to catch, amongst others, fast warping interceptors.

Hostile gate-camp survival in a non-covops ship is all about being able to align and warp before the campers can lock and scram / point you, or being able to GTFO burn back to the gate and escape. Specialised fast locking camp setups will catch ceptors that are not fit to align-warp quickly (<2s as others here have advised), so a combat-fit ceptor will sometimes have to either try fight or burn back and jump out. A taxi-fit ceptor should never need to do anything beyond align-warp-jump-repeat.

Since I am also often burning bookmark perches I also depend on prop-mod speed and GTFO-ability … but that is secondary to being able to get into and out of the hostile space I am scouting.

Fitting-wise my approach has been a bit haphazard and variable, but generally:
- Never fit tank;
- Always fit an Improved Cloaking Device II… spending so much time in hostile systems it is easier to safe-up and cloak than to logout when I have to go AFK. Also allows me to cloak-and-drift when a hostile tries to catch me while I am perch burning;
- Always have at least one Nanofiber Internal Structure II;
- Sometimes fit an Inertia Stabilizer II;
- Often fit a Microwarpdrive … essential when I am burning perches but not a lot of use otherwise;
- Sometimes fit an Overdrive Injector … task specific when I am burning perch bookmarks at gates, stations, and outposts (but not POSes);
- Sometimes fit a hyperspatial lowslot thingie … no real benefit, I just like to see the increased warp speed;
- Sometime fit EWAR, although I have never used it;
- Only rarely fit a warp core stabilizer … task specific, usually when I am ceptor-hauling something valuable;
- Usually fit a Polycarbon Engine Housing rig or two … most of my utility ceptors have these rigs fitted, as do my blockade runners;
- Sometimes fit Dynamic Fuel Valve or Low Friction Nozzle Joint or Hyperspatial Velocity Optimizer rigs … depending on the task at hand and what is lying around in my hangar; and
- Usually carry a few spare modules, some paste, an exotic dancer, some spirits, and a mobile depot (only 50m^3) in my cargohold.

I mainly use the stiletto, largely because they look great and I have built heaps of them, but have used most other ceptor types for my nullsec scouting work.

As for procedures it is pretty straight forward. Jump thru gate, have a quick look around, select destination (usually via overview or bookmark), warp to destination. It gets more complicated when using a covops ship, or another shiptype that is not immune to bubbles, but ceptors are pretty much no-brainers for blockade running. Advice-wise I guess there’s two main things: Bookmark perches; and Don’t panic.

No matter how OP ceptors are for blockade running I still often warp to a perch and take a look around before jumping through into particularly nasty systems. When you jump through, and discover a huge camp, take your time and make a plan. While the basic plan is to select something and warp to it, what are you going to do if somebody does point or scram you? Will you know if you’re scrammed and your MWD is also not going to work? Is your medclone up-to-date? (does that even matter anymore?)


Good luck out there. Give 'em Hek!

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

pushdogg
relocation LLC.
#16 - 2015-08-02 04:47:21 UTC
Really with how fast km's get posted, dotlan, and the maps kills feature.....there is no reason you should accidentally find yourself in a camp.

Only way I ever find a camp.....is on purpose.
Harrison Tato
Yamato Holdings
#17 - 2015-08-04 00:00:41 UTC
May Arethusa wrote:
Jan en Chasteaux wrote:
Malediction is easy to fit with Inertial Stabilizers to 1.9, but I was looking at Crusader and with all Stabilizers it's 2.7 s


Turn your prop mod off. I was going to say something condescending but honestly, I couldn't be bothered.



See how much better it was to be decent and just tell the guy what he was doing wrong?
Harrison Tato
Yamato Holdings
#18 - 2015-08-04 00:01:27 UTC
pushdogg wrote:
Really with how fast km's get posted, dotlan, and the maps kills feature.....there is no reason you should accidentally find yourself in a camp.

Only way I ever find a camp.....is on purpose.



Unless you enjoy playing video games more than reading websites.
pushdogg
relocation LLC.
#19 - 2015-08-04 03:15:38 UTC
Harrison Tato wrote:
pushdogg wrote:
Really with how fast km's get posted, dotlan, and the maps kills feature.....there is no reason you should accidentally find yourself in a camp.

Only way I ever find a camp.....is on purpose.



Unless you enjoy playing video games more than reading websites.


Then you will need an inty like the Op. There is an in game browser.....don't condescend me, all that boring piloting to his/her destination should be plenty of time to figure out if there will be a camp.

This wouldn't even be a discussion if the Op would actually give playing a video game a try.
Hadrian Blackstone
Yamato Holdings
#20 - 2015-08-04 05:14:15 UTC
pushdogg wrote:
Really with how fast km's get posted, dotlan, and the maps kills feature.....there is no reason you should accidentally find yourself in a camp.

Only way I ever find a camp.....is on purpose.


Unless, you know, the camp hasn't blown up any ships yet.
12Next page