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Traveling in low / null space

Hedion University
Amarr Empire
#1 - 2016-03-21 21:34:28 UTC
Looking for helpful website with current information on how to escape from gate campers in low / null space. Having trouble understanding game mechanics involved in escaping from pvp players who "tackle" ships as they enter a system. Helpful information from experienced players would be greatly appreciated.
RAZOR Alliance
#2 - 2016-03-21 21:53:45 UTC  |  Edited by: J'Poll
First of all, know your surroundings:

Use the in game map and/or browser maps to look for possible gate camps / hot spots.

Secondly, a good gate-camp can't be escaped. However, you can minimize your risk in a couple of ways:

* You have 60 seconds of gate-cloak as long as you NOTHING. Use those 60 seconds wisely, who is on grid with you, what are they flying, where are they located in relation to you, the gate and other celestials.

Gate cloak is lifted:

* After 60 seconds.
* After you move by any command (align, manual flight or a warp to command).
* When you activate ANY module.

So, you have looked at the ships on grid with you and where they are...

From that, you have mulitple options:

* Fight (if you are fit for it and can take them on)
* Flight (warp away asap)
* Crash the gate and jump back and then run.

Some ships make it easier (Interceptors are bubble immune (in null-sec one of the biggest risks) and fast to warp) while others make it harder (battleships and capitals take ages to move, let alone warp).

So, what if you are tackled?

* Crash the gate and jump back. Tackled still let's you use the gate.
* Get range...once you are out of tackle range, you can warp away.
* Kill the tackler, he can't keep you there when he is death.

In null-sec there is another thing to watch out for, Bubbles.

You want to get outside the bubble range ASAP. Basically they are AoE Tackle. Also, stationairy bubbles can pull you into them if they are in line with your departure location and destination but slightly behind them (drag bubble) or stop you in your tracks, again in line between departure and destination but now slightly in front of your destination (stop bubble). This is, unless you fly something bubble immune, you NEVER warp gate to gate (or gate to station) in null-sec but use tactical bookmarks to get around the bubble vectors.

Another great option to be safe, besides the interceptor is a covert-ops ship as it can warp while cloaked. So you can quickly recloak after you break gate-cloak.

May I suggest 2 good "learning experiences":

* Agony Unleashed's PvP University - Though PvP, as someone who doesn't like to PvP it will still be of great value. Know your predator....

* Redemption Road's Newbro Roams - Similar like Agony, a PvP roam in cheap ships for new players, so with explaining etc.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Goonswarm Federation
#3 - 2016-03-21 21:53:46 UTC
There's not a lot to it. In Low you just need to align quickly enough - that is <2s align time. If you fly a Frigate or a T3 destroyer, that should be doable. Alternatively, if you wish to fly something bigger, have a look at this. A covert ops cloaked ship will work as well, of course (blockade runner, t3 cruiser, force recon, covops frig, bomber)

In Nullsec, most gatecamps will have a bubble, so align time alone won't help you, since you won't be able to warp. Here you will need a nullified ship. An Interceptor fit for the purpose can align in less than 2 seconds and just ignore the bubble, a cloaky nullified t3 can just hit warp and cloak right away.

I think this should about cover all the somewhat "safe" options. You can of course break through gatecamps with superior speed and piloting, neuts, warp core stabilizers and so on, but your mileage may vary, as the success of those options largely depends on the shiptypes and tactics you encounter.
Iria Ahrens
Space Perverts and Forum Pirates
#4 - 2016-03-21 22:21:28 UTC  |  Edited by: Iria Ahrens
A couple of tips I've learned.

If you come from an empty system into a gate camp, they don't know you're coming. In this case, sometimes it pays to move immediately instead of stopping to evaluate. This is because if you act fast, you might be able to move while the insta-locking tackler is still laughing from a off-color joke from one of her fleetmates. If an insta-locker knows you are coming through from scouts cloaked off the other gate, then she isn't waiting for your name to appear before she clicks it. She's got her enemy window up and she is spam clicking the empty slot. If you wait, then if there is an insta-locker in the group you're giving her time to recover and properly prepare for your de-cloak.

If there are people in system, I never fly gate-to-gate even in inties. I'll fly from gate-perch to gate-perch. This is because there might be a disco ship or more before the other gate. Blowing up before you land is never fun.

Gate perches: make bookmarks a few hundred or thousand km off of a gate, but non-aligned with any celestial, so you can see who is there, but still be too far away to kill. When you come back in a non-inty proper perches allow you to completely avoid drag bubbles, or stop bubbles that don't enclose the gate. You can also make an off-grid bm and d-scan the gates, not quite as good, but if you are in a non-cloaky ship, it at least lets you see what is waiting without letting them know your intentions.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Laphroaig Inc.
#5 - 2016-03-22 00:10:31 UTC
Avoiding gatecamps is trivially easy, avoiding gatecamps and not having to make a hundred jumps to get where you want to go is a little more difficult.

Check your map for ship/pod kills in the last hour, a big glowing red spot on the map may indicate a gatecamp on your route. Most gatecamps are setup on border systems between HiSec -> Lowsec, HiSec -> 0.0 or Lowsec -> 0.0. Systems like HED-GP, Tama, Rancer, and Aunenen are examples, there are many others.

Tactical gate perches are a must when traveling in hostile space. Burning perches off gates you use regularly will save you a lot of ships. There's a couple of ways to make them, one is to burn off a gate to at least 150km in a random direction. Another is to try dropping a bookmark as you're landing on a gate, warp back to that bookmark and burn off at 90 degrees for a couple hundred KM or so. Any fast frigate is ideal for this task, a lowly Atron with some overdrives in the lows and an MWD will get the job done.

Even with perches, it pays to have a scout when moving something either slow and lumbering or very expensive. Learn how to use the MWD/Cloak trick (someone linked it already).

FYI: Insta-Warping ships are anything with a <2s align time, due to how server ticks work, you'll be in warp before their point can activate to hold you down. Frigates can be fit for insta-warp while any T3 Dessy can do it out of the box. Instawarping interceptors are known in 0.0 space as 'taxi-ceptors'. Fit your taxi with some tank as a smartbombing battleship can really ruin your day. My Ares taxis have a medium shield extender, EM and Thermal shield amps in the mids and 3x Inertial Mass Stabilisers in the lowslots. Rest of slots can be filled to taste, I generally fit a cloak on mine.

Occasional Resident Newbie Correspondent for TMC:

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

Dani Gallar
#6 - 2016-03-22 00:47:28 UTC
One option could be to simply bypass the gates by going through Wormhole space instead ... there's other dangers there ofcourse but it's an alternative with the right ship(s) and can be both safer and quicker.
Imperial Academy
Amarr Empire
#7 - 2016-03-22 01:48:41 UTC
I agree with those that say that the best way to escape a gate camp is to never get caught up in the mess in the first place. Intel and recon are two of your best tools. Scouting ahead in a low skill point alt can help but it's no guarantee. I've seen before where I scout ahead on an alt in a starter ship and everything is clear and by the time that I log over to the other account and make the same jump there has been a camp that has formed.

Also it's worth noting there are several types of gate camps. There are gate camps that are set up to camp the gate and catch anything that comes through. Short of a ceptor with a > 2 second align time you are pretty much dead meat in those if you wind up on the wrong side of that gate.

Sometimes you'll see people formed up on a gate in low sec looking for trouble and fit for PvP but not fit for gate camping ( meaning lack of remote sebos ) those guys are just looking for a fight anyway and are not set up for catching stuff on a gate. So if you are in something small and fast you'll likely sneak right past them.

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

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2016-03-22 17:23:22 UTC  |  Edited by: Tau Cabalander
Didn't see it mentioned yet: in nulsec never warp gate to gate.

Warp to a celestial first (planet, asteroid belt, POCO, avoid moons and the sun), and preferably one NOT in-line with any gate or station.
Look at the solar system map!

Bubbles directly on an incoming gate cannot be avoided, but those are rare, as they are so annoying that roaming fleets will destroy them.

Lowsec is a lot easier to travel through, especially with a covert-ops cloaking device.
[I use a Blockade Runner to take shortcuts through lowsec, to make hisec travelling faster.]