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Combat scanner probe tactics, and evading them

Author
X Gallentius
Black Eagle1
#21 - 2012-01-04 16:05:29 UTC
Mutnin wrote:


Last night I was camping a plex gate cloaked up waiting for one of you Qcats. My client crashed while sitting off the plex gate about 30km. Now you are supposed to stay in space for 1 min then do an emergency warp to a SS with-in 1,000 KM of your last position then sit in that spot for 1 more min before you actually leave local and your ship disappears.

....
Blame chatgris. He cheats.
Mutnin
SQUIDS.
#22 - 2012-01-04 16:45:37 UTC
X Gallentius wrote:
Mutnin wrote:


Last night I was camping a plex gate cloaked up waiting for one of you Qcats. My client crashed while sitting off the plex gate about 30km. Now you are supposed to stay in space for 1 min then do an emergency warp to a SS with-in 1,000 KM of your last position then sit in that spot for 1 more min before you actually leave local and your ship disappears.

....
Blame chatgris. He cheats.


So do I, because I sat there watching them camping the gate and only logged back in once they left. Lol
Gizznitt Malikite
Agony Unleashed
Agony Empire
#23 - 2012-01-04 20:07:39 UTC

Meh.... I always viewed logging off as somehow poor sportsmanship.

Bouncing between safes is generally a good way to go.

When making "new" safes, warp to moons (assuming your in a ship that can warp out before a pos can lock you), customs offices, and belt clusters. Planets are too obvious.

If you see a combat probe ON GRID, it means the enemy has already been to that safe.

Don't warp to stuff at zero.... warp to it at 70 or 100 km's.
Hrett
The Scope
Gallente Federation
#24 - 2012-01-04 23:32:51 UTC
Mutnin wrote:


Renaming your ship does nothing to a competent prober as your ship sig ID will still remain the same until you log off. There are lots of little tricks but I'm not giving mine away to my WT's. Lol

I will say tonight I was already sitting on your corp mates Tornado in Nenn prior to those Ruptures landing. In fact I was getting a kick at how long it was taking them to probe him out. I was just waiting on the gang you guys had on other side of gate to warp somewhere so I could shoot the Tornado with out any silliness of a gank gang ruining my fun . The tarded Ruptures ruined that for me.. Evil


Yeah, the renaming ship thing has no tactical significance, it just lets them know you are awake and actively bouncing safes.

And I was sure you were with those neutral Ruptures! I had no idea they spoiled your fun.

spaceship, Spaceship, SPACESHIP!

Soon Shin
Scarlet Weather Rhapsody
#25 - 2012-01-05 03:18:54 UTC
Fidelium Mortis wrote:
Ships can no longer be fitted to unprobable. Granted it is more difficult, with decent skills and a good setup you can find any uncloaked ship.


You need max skills and virtue implant set to probe down an eccmed t3. Otherwise you will have a very hard time scanning them down.

This removes 99% of combat probers out there.
Mutnin
SQUIDS.
#26 - 2012-01-05 11:18:09 UTC  |  Edited by: Mutnin
Hrett wrote:


And I was sure you were with those neutral Ruptures! I had no idea they spoiled your fun.


Na wasn't with them, I just shot a few torps at him when they attacked in hopes of whoring the mail if he died, being they spoiled my fun. Lol

TBH, I was suspecting he was just playing bait, because those guys had probes out for at least 6 or 7 mins so I know he had to of seen them if he was looking.
Cameron Freerunner
Republic Military School
Minmatar Republic
#27 - 2012-01-05 19:15:04 UTC
Depending on the prober's skills and your sig, there are a lot of variables to account for. Personally, I assume that all probers I encounter have max skills (RL and in game) and that they're actively looking for me in particular. Many probers will use a deep space probe to get an idea of where you are in the system without getting their combat probes into your d-scan range. Then they zero in on you with the combat probes, working their way in on your location as close as possible before their probes are on your d-scan. If you have a large enough sig, they don't have to get very close to you to get 100% hit. It would probably be safer not to assume "i won't run until its XX AU away" unless you're in one of those 'mostly' unprobeable ships.

Before you begin running sites/missions/whatever in a potentially hostile system, you shoud setup a nice bunch of safes. You can never really have too many and they're easy to make. Consider warping between the two most distant celestials and making as many safes as possible before you land. Then, when you have to run from a prober, warp to the first safe in the line, and continue warping to the next and the next etc. The time it will take you to get back into warp will be minimal, since your alignment is exactly the same. If you setup multiple lines you can keep moving indefinitely like that. It's unlikely they'll probe out one of the safe's, but if they do you won't be coming back to it any time soon. If they just won't leave and docking, jumping out of system, pos'ing up, or cloaking aren't viable options, when you get to the last safe in the line(s) warp back to the first (or some other safe or distant spot) and log out while you're still in warp. Its not the best solution if there are hordes of probers and you're in a fat, slow ship, but your odds of successfully emergency warping before you're probed out are pretty good.
snake03
#28 - 2012-01-12 05:06:09 UTC
Soon Shin wrote:
Fidelium Mortis wrote:
Ships can no longer be fitted to unprobable. Granted it is more difficult, with decent skills and a good setup you can find any uncloaked ship.


You need max skills and virtue implant set to probe down an eccmed t3. Otherwise you will have a very hard time scanning them down.

This removes 99% of combat probers out there.




Yes, but you have to assume that the combat probes you are seeing on your D-scan are from the 1%Shocked

I'm just a modern day caveman in search of a bigger club.

Kara Books
Deal with IT.
#29 - 2012-01-12 11:50:41 UTC
I begin to drain my own cap in every way I can, then start half ass warping around making new safespots till I pull myself together and actually get on top of the situation.
Khanh'rhh
Sparkle Motion.
#30 - 2012-01-12 12:16:05 UTC
If the prober is poor enough that it takes him more than 5 seconds with probes out to get a hit, then he deserves to be messed with.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Ezra Tair
Doomheim
#31 - 2012-01-12 18:29:00 UTC
1) Go to a random object in space, a safe or w/e.
2) Align to something else non-obvious. Go full speed, if you can run a prop mod forever, do so.
3) Warp at a random range to the non-obvious things (Bookmark, cluster of things, ya know whatever), if anyone warps to your grid.
4) Repeat Steps 1 though 4 as needed.
VaMei
Meafi Corp
#32 - 2012-01-13 16:14:49 UTC
Gizznitt Malikite wrote:

Meh.... I always viewed logging off as somehow poor sportsmanship.


Agreed. If someone can catch me, they deserve the kill.

IMO, if loosing your ship is enough of a problem for you that you feel the need to log off in order to save it, you're either flying the wrong ship for your wallet, or playing the wrong game for your playstyle.
Soldarius
Dreddit
Test Alliance Please Ignore
#33 - 2012-01-15 08:03:54 UTC
Any safespot within 2 AUs (4 if you're nasty) of anything in system is a bad safe, unless you're cloaked. In which case it simply doesn't matter. So best bet is to cloak up.

And that narrowing down with multiple probe scans thing is rubbish for combat probing. A good scan/prober will use d-scan to narrow you down, then drop probes right on your head for the one-shot lock.

I still miss the one-shot lock about half the time. Usually when the target is off the ecliptic.

http://youtu.be/YVkUvmDQ3HY

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