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EVE New Citizens Q&A

 
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What should you know when you want to GTFO?

Author
Gilion Braveheart
The Scope
Gallente Federation
#1 - 2016-12-19 23:37:20 UTC
While I havnt been a total scaredy cat, I've done Incusions and null sec fleet battles, but for the most part I havnt taken too many risks. Thats no fun so I want to change that, and since I'm an alpha and can afford to lose anything I can fly I guess now's a good time to grow a pair. But, I also dont want to be easy pickings. I know that there are a bunch of ways to track down, trap, or ambush a player. Im wondering if anyone has advice on what to do in most situations when all you can, and should do is run away. Im talking about a cloaked fighter showing up while you're hacking, finding a gate camp, or flying into an anti-warp bubble, and anything else that's commonly used.

Feel free to link to something already explaining this, I tried searching for it but couldnt find anything.
ShahFluffers
Ice Fire Warriors
#2 - 2016-12-20 00:36:46 UTC  |  Edited by: ShahFluffers
Gilion Braveheart wrote:
Im wondering if anyone has advice on what to do in most situations when all you can, and should do is run away. Im talking about a cloaked fighter showing up while you're hacking, finding a gate camp, or flying into an anti-warp bubble, and anything else that's commonly used.

1a. Scream and initiate warp.
2a. Scream and burn back to the gate you came from.
3a. Scream and hope you don't have implants in your head.


Blink


In all seriousness...

1a. Dealing with cloaking ships:
Rant from a Newbie(with questions)

tldr; Make your ship very fast so it can warp away fast.
If you upgrade your account to Omega, you can eventually gain access to certain ships (ex: Astero) which can give hunter-killers a run for their money.


2a. Dealing with gatecamps (in general)...
Avoiding Gatecamps


3a. Dealing with Warp Disruption Bubbles...
How exactly does the Warp Disruptor Work
I don't understand this (OK, what's new?)
Gilion Braveheart
The Scope
Gallente Federation
#3 - 2016-12-20 01:26:05 UTC
Arg, this game requires so much reading :S

Anyway, I got most of that, but Im wondering, since 2 out of the 4 warp jammer types also block MWDs, should I just stick to afterburners? It seems as though you left out something real important: stay calm. I already know that next time I run into one of these Im going to panic, and not be able to react fast enough.
Memphis Baas
#4 - 2016-12-20 01:39:31 UTC
EVE's ships are designed to be rock/paper/scissors, so in a lot of cases they simply have the ship(s) that are the direct nemeses to yours, and there's not much you can do. EVE's more of a strategy game, with units having fixed abilities, than a swashbuckling game, where you can pull out extra knives or swords and have fancy tricks up your sleeve to save you.

So, the absolute best defense is avoidance: don't get into the kill zone. Learn to use the map, d-scan, a scout, Local or intel channels, etc., to detect and avoid gate camps, bubbles, enemies in the same solar system, enemies warping to you. Use the google to find video tutorials or written guides on these tools.

Briefly:

1. Map; you can set a destination and then color the stars in the map by various statistics, including players in space, ship kills, pod kills, etc.; the statistics are delayed by up to 30 minutes (to introduce the chance of PVP), but still are useful.

2. D-scan, you can use it to see what ships are around you; mining and transport ships are probably ok, but if you suddenly see destroyers, you may be in trouble. For gate-camps you can use the directional scan to check for bubbles or people loitering around a gate from a safe-spot, without having to actually land AT the gate. Read up on "drag bubbles" and their game mechanics, too.

4. The list of pilots in the Local chat channel = the list of pilots in the same solar system as you. You can use People and Places to search for various corps/alliances, and add them as contacts, and this will put a color tag on all their members, in the Local or anywhere you see them. You can set CODE. to red, for example, and if you watch Local it'll be obvious if they "spike local" (20 of them enter the system and warp directly to their pre-positioned scout in order to surprise a victim).

Otherwise, if you find yourself already in the situation, your ship is probably already lost. We're veterans, so we'll know the most likely configurations for pretty much any ship, and something like a gate camp will have interceptors, heavy DPS, jammers, etc., to catch the biggest variety of prey that they can, mostly giving them no chance at all to survive. Interceptor can insta-target and fly to your cloaked ship in a few seconds (to decloak it), DPS can wipe you out in 1 volley, bumpers can keep you from aligning, etc.

Still, it helps to remain calm and make full use of the few advantages that you have:

a. Jumpgate invulnerability - take your time to assess the situation while you're invisible, and decide whether it's better to try to run back to the gate or to try to exit the bubble and warp away.

b. Pod aligns instantly - start spamming warp away to anywhere before your ship explodes, so as soon as your pod is out, the server receives your command to warp out.

c. Weapons Timers - if they shoot, they can't follow you through the gate right away.

d. Cloak, MWD, warp core stabs, often these are predictable, sometimes they save you because the enemy makes mistakes too; the interceptor may be tired or still new, the bubble may be positioned wrong or about to expire, etc. It's worth fitting your ship for escape, and trying to do it, even if the situation looks hopeless.

e. "Good Fight" - don't complain if you get killed; it's a PVP game where you're supposed to kill other ships. People who respond positively to a fight might get some of their stuff back, or at the very least some advice.
Memphis Baas
#5 - 2016-12-20 01:53:12 UTC  |  Edited by: Memphis Baas
Gilion Braveheart wrote:
since 2 out of the 4 warp jammer types also block MWDs, should I just stick to afterburners?


Afterburner = you can keep it on constantly, gives you approx. 2x the speed.

MWD = will drain your capacitor empty in about 5 seconds, but gives you a HUGE amount of speed (5x or more, you can reach into the km/s speeds).

scram = has a base range of 10km (though overheated / pirate modules can go 14 or more, and some T2 ships can go 24 km or more) - this will disable a MWD but if you're moving 2km/s you may be out of its range within a second or two. Depending on initial positioning when you come through the gate (and keep in mind they have to target-lock you first).

disruptor = 20 km base, 40 - 60 km with the T2 Recon or other specialized cruisers.

So, basically, the system is set up like a game, to give different possibilities. You can:

1. AB (to be immune to scram) and go back to the gate (you'll need to survive the damage while you do so, and hope they don't have webifiers / bumpers).

2. MWD and try to fly away and out of the bubble / scram range, use your high speed to GTFO basically.

3. "Dual-prop" - some choose to fit both AB and MWD, to give themselves the widest range of escape options. Both modules take up valuable mid slots, and also power grid and CPU, and you may have to sacrifice elsewhere to accommodate both.

AB is typically a PVE module, MWD is typically the choice for PVP situations.
ShahFluffers
Ice Fire Warriors
#6 - 2016-12-20 02:00:11 UTC  |  Edited by: ShahFluffers
Gilion Braveheart wrote:
Arg, this game requires so much reading :S

I think there is a quote regarding that:

"Eve is complicated, you never know everything. Neither does your opponent."

Taken from One-Liner Tips for Newbies

Gilion Braveheart wrote:
Anyway, I got most of that, but Im wondering, since 2 out of the 4 warp jammer types also block MWDs, should I just stick to afterburners?

It is situational.

You will encounter Warp Disruptors most often due to their long range (see: sometimes it is difficult to close a 20km gap before someone warps off).

Warp Scramblers (the one that shuts down MWDs) will usually be seen on super fast and/or cloaky ships and/or brawling ships (see: up close and personal).

"Infini-points" are a rarity and are usually only brought out in special circumstances... or because someone was feeling cheeky.


Regarding the usefulness of ABs vs MWDs...

Afterburners will typically give a speed boost of about 115 to 130%.

MWDs give a speed boost of around 500 to 600%.


While Scrams and "Infini-points" will not shut down Afterburners, ABs will give you limited range dictation abilities (see: people who do have MWDs will be able to fly in circles around you).
This means you have to set up a situation where your opponent comes to you and/or you can shut down their MWD.

I should also note that there is no rule or mechanic preventing your from fitting both an AB and a MWD.

The only catches with this is that you can only activate one at a time and they will both take up a huge chunk of your ship's resources (see: CPU and Powergrid)


Gilion Braveheart wrote:
It seems as though you left out something real important: stay calm. I already know that next time I run into one of these Im going to panic, and not be able to react fast enough.

Hehe... being "calm" in a faced paced situation will come with time and experience.

Even after... what... 7 years? I still get the "shakes" from time to time.

And yes... I still "ragequit" too (usually I make myself a stiff cocktail while doing this)
Gilion Braveheart
The Scope
Gallente Federation
#7 - 2016-12-20 03:30:17 UTC  |  Edited by: Gilion Braveheart
Alright thanks for the advise. Thankfully I have no plans to take risks in anything pricey so hopefully messing around in some throw away ships will help. And hopefully by the time I start getting serious I'll find a nice corp, I panic less when Im with people.

And I think I'll stick to a MWD because "POWEEERRRRRRRR!!!"

Also Memphis, yes, I know about local. I'm not THAT terrible. Thanks for the tips though, always better to assume they know less in-case they actually didnt know something basic than assume they know it and they lose because of it. While personally I feel Shah's advise will help me more (when I actually fully understand it) in the long run (and because I'm not going to research every gate before I fly to/through it) nice to see people who dont mind repeating the basics.
Iria Ahrens
Space Perverts and Forum Pirates
#8 - 2016-12-20 15:40:21 UTC
ShahFluffers wrote:
Gilion Braveheart wrote:
Im wondering if anyone has advice on what to do in most situations when all you can, and should do is run away. Im talking about a cloaked fighter showing up while you're hacking, finding a gate camp, or flying into an anti-warp bubble, and anything else that's commonly used.

1a. Scream and initiate warp.
2a. Scream and burn back to the gate you came from.
3a. Scream and hope you don't have implants in your head.


Blink


In all seriousness...

1a. Dealing with cloaking ships:
Rant from a Newbie(with questions)

tldr; Make your ship very fast so it can warp away fast.
If you upgrade your account to Omega, you can eventually gain access to certain ships (ex: Astero) which can give hunter-killers a run for their money.


2a. Dealing with gatecamps (in general)...
Avoiding Gatecamps


3a. Dealing with Warp Disruption Bubbles...
How exactly does the Warp Disruptor Work
I don't understand this (OK, what's new?)


I like that you linked other NQ&A threads. :)

Sometimes linking expert pages is good, but I think linking other newbie threads is good too, because it lets newbies see other people are having the same problems.

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

Sonya Corvinus
Grant Village
#9 - 2016-12-20 16:57:16 UTC
The best advice is simply to get out there and lose ships. Experience is the best teacher. Buy two dozen frigates and see how long you can last solo in nullsec. Don't worry about kill ratios or stats, just get out there, have fun and survive as long as possible before dying in a glorious ball of fire. Before you know it, you will answer these questions for yourself.
Gilion Braveheart
The Scope
Gallente Federation
#10 - 2016-12-21 04:08:04 UTC
Ya Iria, normally it is good to let newbies know that they're not the only ones suffering, but since Im not new, its ok this time.
And Sonya, today I tried that but man, even flying throw away stuff it was so nerve wracking flying around Wormhole space. I just really dont like blowing up :P

And I cant believe I forgot such an important question: If I do get caught in one of these and try to get out of it, do I only need to hit warp once and I'll go as soon as I'm free? Or do I need to mash the button?
BigBoss Sanchez
Deep Core Mining Inc.
Caldari State
#11 - 2017-01-02 09:10:33 UTC
Memphis Baas wrote:
EVE's ships are designed to be rock/paper/scissors, so in a lot of cases they simply have the ship(s) that are the direct nemeses to yours, and there's not much you can do. EVE's more of a strategy game, with units having fixed abilities, than a swashbuckling game, where you can pull out extra knives or swords and have fancy tricks up your sleeve to save you.

So, the absolute best defense is avoidance: don't get into the kill zone. Learn to use the map, d-scan, a scout, Local or intel channels, etc., to detect and avoid gate camps, bubbles, enemies in the same solar system, enemies warping to you. Use the google to find video tutorials or written guides on these tools.

Briefly:

1. Map; you can set a destination and then color the stars in the map by various statistics, including players in space, ship kills, pod kills, etc.; the statistics are delayed by up to 30 minutes (to introduce the chance of PVP), but still are useful.

2. D-scan, you can use it to see what ships are around you; mining and transport ships are probably ok, but if you suddenly see destroyers, you may be in trouble. For gate-camps you can use the directional scan to check for bubbles or people loitering around a gate from a safe-spot, without having to actually land AT the gate. Read up on "drag bubbles" and their game mechanics, too.

4. The list of pilots in the Local chat channel = the list of pilots in the same solar system as you. You can use People and Places to search for various corps/alliances, and add them as contacts, and this will put a color tag on all their members, in the Local or anywhere you see them. You can set CODE. to red, for example, and if you watch Local it'll be obvious if they "spike local" (20 of them enter the system and warp directly to their pre-positioned scout in order to surprise a victim).

Otherwise, if you find yourself already in the situation, your ship is probably already lost. We're veterans, so we'll know the most likely configurations for pretty much any ship, and something like a gate camp will have interceptors, heavy DPS, jammers, etc., to catch the biggest variety of prey that they can, mostly giving them no chance at all to survive. Interceptor can insta-target and fly to your cloaked ship in a few seconds (to decloak it), DPS can wipe you out in 1 volley, bumpers can keep you from aligning, etc.

Still, it helps to remain calm and make full use of the few advantages that you have:

a. Jumpgate invulnerability - take your time to assess the situation while you're invisible, and decide whether it's better to try to run back to the gate or to try to exit the bubble and warp away.

b. Pod aligns instantly - start spamming warp away to anywhere before your ship explodes, so as soon as your pod is out, the server receives your command to warp out.

c. Weapons Timers - if they shoot, they can't follow you through the gate right away.

d. Cloak, MWD, warp core stabs, often these are predictable, sometimes they save you because the enemy makes mistakes too; the interceptor may be tired or still new, the bubble may be positioned wrong or about to expire, etc. It's worth fitting your ship for escape, and trying to do it, even if the situation looks hopeless.

e. "Good Fight" - don't complain if you get killed; it's a PVP game where you're supposed to kill other ships. People who respond positively to a fight might get some of their stuff back, or at the very least some advice.


Problem is alphas don't have cloaks