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EVE New Citizens Q&A

 
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Game Mechanics for warp in to deepspace pockets

Author
Selvanator
Snusk Inc.
#1 - 2015-09-20 12:02:47 UTC
Hi,

after some unpleasant encounters in low-sec combat sites I wanted to read up on the game mechanics
to plan some effective counter-measures against capsuleers trying to interrupt my plexing.

Could someone please confirm or correct my understanding so far:

Single Pocket Site without warpgate or while being at the first warp-gate:
- enemy can warp in to site the regular way, bookmark, site from ship scanner, scan down ship etc.
No real protection except monitoring local and d-scan

Site with warpgate, inside the deepspace pockets / rooms
- enemies can only enter by using the gate
- using a warpgate means decloak
- during warp the enemy can activate the cloak and arrive cloaked
- placing a can at the warp in location will decloak the arriving enemy

Scanning down a ship inside a deepspace pocket does not mean they can warp directly to ship, they land on warpgate entrance.
Protection: place Scout at gate, local Monitoring, d-scan, can at warp in, align to warp-target.

Is this correct? Anything I missed?

Thanks
Kind regards
Selv

Tiberius Heth
Doomheim
#2 - 2015-09-20 12:11:42 UTC
Sounds fairly complete but you might want to add "don't be at warp in point in pocket". If you make it a habit of moving away from the entry location of any new pocket you enter you buy yourself time in case it's about to go wrong.
Memphis Baas
#3 - 2015-09-20 13:41:15 UTC
You're still not protected from people probing the complex before you do, going there, and waiting there cloaked.
ShahFluffers
Ice Fire Warriors
#4 - 2015-09-20 13:47:13 UTC
You more or less understand the mechanics correctly.

However, beware of Recon ships. They are not cloaky ships, but cannot be seen by D-scan.
Ralph King-Griffin
New Eden Tech Support
#5 - 2015-09-20 13:48:34 UTC
Interesting tidbit here: we found that logoff traps do not work in gated mission/anomaly pockets.
Regardless of which room you logoff in you will land on the first gate of the complex.
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#6 - 2015-09-20 14:53:14 UTC
Just some advice, if you're going to be running lowsec sites, you might want to learn some basic pvp. Fit up some cheap T1 frigates, fly around, lose them, repeat. Learn to use d-scan, to handle yourself in a pvp situation, and most importantly, how to handle yourself while jumping around lowsec. Just the simple act of not getting the "PvP shakes" when you get pointed helps a lot.

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

Donnachadh
United Allegiance of Undesirables
#7 - 2015-09-20 16:19:24 UTC
There is just one minor problem I see with your list.
Selvanator wrote:
- using a warpgate means decloak

This one has to be looked at from many points of view.
Cov-ops cloak or the other types is critical.
What follows is based on a ship using a cov-ops cloak.

Warp gate or acceleration gate the activation proximity is 2,500 meters.
The forced de-cloak range is 2,000 meters.
So it is theoretically possible to activate a gate without ever having to de-cloak or to be forcibly de-cloaked due to proximity.
Since you are asking in relation to your activities in low sec I will assume that you are asking about an acceleration gate into a site.

It is possible to activate the acceleration gate, warp and land inside the pocket and never de-cloak. In reality it is somewhat difficult since you have to be slow and careful in your approach to the gate to avoid the unintended force de-cloak because you got to close.

However it is very easy to set up, approach the gate, warp and then simply re-cloak if needed once you have initiated you jump. Even if you are de-cloaked this process would leave a ship exposed for between 5 and 10 seconds so your chances of spotting them are totally dependent on your d-scan frequency.

ShahFluffers wrote:
You more or less understand the mechanics correctly.

However, beware of Recon ships. They are not cloaky ships, but cannot be seen by D-scan.

This is not entirely correct, each race has one recon ship that cannot be seen on d-scan and one that CAN FIT cov-ops cloaks.
The cov-ops capable variations are
Pilgrim - Amarr
Falcon - Caldari
Arazu - Gallente
Rapier - Minmatar

the immune to D-Scan ships are
Curse - Amarr
Rook - CAldari
Lachesis - Gallente
Huginn - Minmatar

Selvanator
Snusk Inc.
#8 - 2015-09-20 18:36:40 UTC
Thanks for the feedback,

lets say a cloaky manages to get into the my room without me noticing, would his fleet mates be able to warp to the scout or are they also first arriving at the acceleration gate?
Tipa Riot
Federal Navy Academy
Gallente Federation
#9 - 2015-09-20 19:05:04 UTC
Selvanator wrote:
Thanks for the feedback,

lets say a cloaky manages to get into the my room without me noticing, would his fleet mates be able to warp to the scout or are they also first arriving at the acceleration gate?

Everything lands on the first gate.

I'm my own NPC alt.

Ralph King-Griffin
New Eden Tech Support
#10 - 2015-09-20 19:15:01 UTC
Tipa Riot wrote:
Selvanator wrote:
Thanks for the feedback,

lets say a cloaky manages to get into the my room without me noticing, would his fleet mates be able to warp to the scout or are they also first arriving at the acceleration gate?

Everything lands on the first gate.

Confirming , everything will land on the gate.
Chainsaw Plankton
FaDoyToy
#11 - 2015-09-20 23:52:19 UTC
Ralph King-Griffin wrote:
Interesting tidbit here: we found that logoff traps do not work in gated mission/anomaly pockets.
Regardless of which room you logoff in you will land on the first gate of the complex.


there is like a 2 min timer where you will land in the pocket you logged off in, nice when you dc in the last pocket of a mission, not so good for doing a logoff trap though.

@ChainsawPlankto on twitter

ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2015-09-21 02:25:00 UTC
There are some, however very few, missions that have acceleration gates that you can set bookmarks in and still warp directly to the bookmark. These are very rare and I can only think of one off of the top of my head but it is worth noting that it exists.

I'm not aware of any complexes that share that mechanic but I felt you should be aware that acceleration gate does not necessarily mean deadspace 100% of the time.

I am also unsure how the mechanic works in incursions.

Want to talk? Join Cara's channel in game: House Forelli

Donnachadh
United Allegiance of Undesirables
#13 - 2015-09-21 02:45:39 UTC
ergherhdfgh wrote:
There are some, however very few, missions that have acceleration gates that you can set bookmarks in and still warp directly to the bookmark. These are very rare and I can only think of one off of the top of my head but it is worth noting that it exists.

Not arguing with you just wondering which missions allow you to warp directly into a pocket even when there is an acceleration gate?
ergherhdfgh
Imperial Academy
Amarr Empire
#14 - 2015-09-21 03:12:44 UTC
Donnachadh wrote:
ergherhdfgh wrote:
There are some, however very few, missions that have acceleration gates that you can set bookmarks in and still warp directly to the bookmark. These are very rare and I can only think of one off of the top of my head but it is worth noting that it exists.

Not arguing with you just wondering which missions allow you to warp directly into a pocket even when there is an acceleration gate?

the only one that I can think of currently off the the top of my head is called something like " The Dread Pirate Scarlet " or something similar. There might be more as I have not missioned in a while.

If you do a ctrl + f search on the comments of the mission report using the keyword "bookmark" you'll see people talking about it. Or if you mission you can try it out for yourself next time.

Want to talk? Join Cara's channel in game: House Forelli

Hasikan Miallok
Republic University
Minmatar Republic
#15 - 2015-09-21 04:38:48 UTC
On the plus side cynos do not work in mission pockets AFAIK so at least no one can hot drop a carrier on you.
Ralph King-Griffin
New Eden Tech Support
#16 - 2015-09-23 09:35:51 UTC
Chainsaw Plankton wrote:
Ralph King-Griffin wrote:
Interesting tidbit here: we found that logoff traps do not work in gated mission/anomaly pockets.
Regardless of which room you logoff in you will land on the first gate of the complex.


there is like a 2 min timer where you will land in the pocket you logged off in, nice when you dc in the last pocket of a mission, not so good for doing a logoff trap though.

Interesting, I'll have to check this, I believe you now I just haven't seen it myself.
Tiberius Heth
Doomheim
#17 - 2015-09-23 09:56:29 UTC
Ralph King-Griffin wrote:
Chainsaw Plankton wrote:
Ralph King-Griffin wrote:
Interesting tidbit here: we found that logoff traps do not work in gated mission/anomaly pockets.
Regardless of which room you logoff in you will land on the first gate of the complex.


there is like a 2 min timer where you will land in the pocket you logged off in, nice when you dc in the last pocket of a mission, not so good for doing a logoff trap though.

Interesting, I'll have to check this, I believe you now I just haven't seen it myself.


Warping straight back into the DS area after logging out (in my case one of my clients DCing) is confirmed and I've found that it "sometimes" doesn't work which will be based on a timer. I haven't bothered to figure out what that timer is.
Ralph King-Griffin
New Eden Tech Support
#18 - 2015-09-23 12:18:34 UTC  |  Edited by: Ralph King-Griffin
Tiberius Heth wrote:
Ralph King-Griffin wrote:
Chainsaw Plankton wrote:
Ralph King-Griffin wrote:
Interesting tidbit here: we found that logoff traps do not work in gated mission/anomaly pockets.
Regardless of which room you logoff in you will land on the first gate of the complex.


there is like a 2 min timer where you will land in the pocket you logged off in, nice when you dc in the last pocket of a mission, not so good for doing a logoff trap though.

Interesting, I'll have to check this, I believe you now I just haven't seen it myself.


Warping straight back into the DS area after logging out (in my case one of my clients DCing) is confirmed and I've found that it "sometimes" doesn't work which will be based on a timer. I haven't bothered to figure out what that timer is.

I'm guessing it's going to be an impracticly short timer, to the point of being borderline unusefull for hunting purposes.

Still though, good to know.