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Crime & Punishment

 
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[FREE TRAINING] MO's School of Technical PvP

Author
Mobadder Thworst
Doomheim
#41 - 2016-12-09 06:31:53 UTC  |  Edited by: Mobadder Thworst
Thought of the day:
Timers are an important thing to understand. This used to be a fantastically complex topic. Now it is pretty simple, but still relevant.

Duel timers and log off timers are pretty self explanatory.

However, the piece you need to know is about the 1 minute timer that prevents you from redockng in a station or jumping through a gate after the use of any aggressive module.

That 1 minute timer is very important. Here are a few scenarios to illustrate:

1) You are flying along in a badger and you land on a gate next to a proteus who is a war target. He starts to lock you. You know he can melt your badger in a matter of seconds. If you hop through the gate, he will hop with you and easily catch you on the other side. What do you do to survive?

Answer 1) you try to warp to a station and dock. Of you could just orbit the gate and let him decide what he wants to do (dangerous if he has buddies). If he shoots you, you just jump through the gate and the 1 minute timer will prevent him from following. If he doesn't, you can just dock up when you get to station.

He cannot kill you unless you let him.


2) You see a guy out front of station baiting for fights. You get a friend in a tanky bait ship to engage him. As soon as he shoots, he is locked outside for 1 minute. Once your buddy sees him red-box, undock your biggest baddest DPS platform and melt him down... because he can't dock.

3) You are maneuvering your small fleet against a small enemy fleet. You know they're coming for you, so you push one ship to their side of a gate before they get there, and have him orbit the gate at 500. The rest of your party stays on the other side of the gate.

When the enemy fleet lands next to your one forward ship, he keeps orbiting the gate until he has several red-boxed on himself. Then, he jumps through the gate. If the fleet is unwise, they will attempt to follow and allow themselves to get split in the face of your fleet (the ones who shot will be stuck on the other side of the gate, the ones who jump will get to face your fleet without backup)... which won't end well if you have it together.

4) You are traveling through lowsec and a small ship tries to engage you on a gate. You realize that the gate guns will immediately start lighting him up and that he cannot jump through the gate because of the 1 minute timer. You can just warp scramble him and try to maneuver to not take damage while the gate guns break him.

5) If it's a small gate camp that catches you, you can try to burn back to gate. If you make it, only the ones that didn't shoot can follow. Most gate camps don't have a lot of tackles. If the tackles can't follow, maybe the DPS boats can't catch you. If the DPS can't follow and the tackle can... it's probably small and you might be able to ball it (especially with gate gun help) and keep moving. Understanding how to use timers to split gangs is important.

Even if you just land on a camp, if can be valuable to wait until some part engages before you jump... at least you won't have to fight that one ship.
Noragen Neirfallas
Emotional Net Loss
#42 - 2016-12-09 06:43:00 UTC
Timers get extreamly complicated in highsec with Logi

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Mobadder Thworst
Doomheim
#43 - 2016-12-09 13:15:09 UTC
Noragen Neirfallas wrote:
Timers get extreamly complicated in highsec with Logi


How so? It's just a suspect timer now as far as I can tell. Am I missing something?

It has been a long time since I used any.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#44 - 2016-12-09 14:51:47 UTC
Mobadder Thworst wrote:
Noragen Neirfallas wrote:
Timers get extreamly complicated in highsec with Logi


How so? It's just a suspect timer now as far as I can tell. Am I missing something?

It has been a long time since I used any.

If you offer any targeted remote assistance (remote reps, ReSeBo, etc.) to a ship with a Limited Engagement (LE), you will go suspect. Note that this only applies in Empire space as LEs don't exist in nullsec or wormholes.

However, there is a catch: if the LE starts mid-cycle, you don't go suspect unless you allow the modules to cycle again. If you set your safety to green, the safety system will prevent the modules from re-cycling and flagging you suspect. This is particularly useful for camps where you have a support ship ReSeBo-ing the crap out of tackle*: the tackle gets flagged (either suspect, criminal, or just an LE depending on the situation) but the support ship doesn't.

Things I haven't brushed up on since coming back:

If you remote assist someone involved in a war that you are not a part of, you go suspect regardless of LEs. (I'm 99% this is still true as it would have been a "big deal" to have changed it.)

Even if you and a friend both have an LE against the same player, you will go suspect if you remote assist your friend. (This is a really nuanced edge case and I haven't tested it ever, but it makes sense to work this way.)

*Or ships with massive alpha, because why tackle something that's dead, amirite?

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Noragen Neirfallas
Emotional Net Loss
#45 - 2016-12-10 00:15:22 UTC
To go further you do not gain a Suspect time when providing remote assistance to somebody who has ALL the EXACT same LE's as you. The easiest way to do this is to actively agress the same targets with your remote assistance ship that the target of your assistance is also actively engaging/engaged by

Example
Pilot A and B agresses Pilot C who is suspect baiting on the Rens undock
Pilot C loses his suspect timer and decides to go balls deep and takes them 2v1
Pilot A and B engage Pilot C
Pilot B begins to provide remote assistance to Pilot A and vice versa because they are RR domi's
Nobody is suspect so long as this continues

Where this begins to get really tricky is wardecs
I don't have the time or inclination to share how to abuse this mechanic for wardecs but lets just say its arguably the most complex mechanic I've encountered in eve although the above example gets quite difficult to pull off with multiple pilots on both sides and most people just go suspect because it's too hard to avoid

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Mobadder Thworst
Doomheim
#46 - 2016-12-10 04:45:03 UTC
Noragen Neirfallas wrote:
To go further you do not gain a Suspect time when providing remote assistance to somebody who has ALL the EXACT same LE's as you. The easiest way to do this is to actively agress the same targets with your remote assistance ship that the target of your assistance is also actively engaging/engaged by

Example
Pilot A and B agresses Pilot C who is suspect baiting on the Rens undock
Pilot C loses his suspect timer and decides to go balls deep and takes them 2v1
Pilot A and B engage Pilot C
Pilot B begins to provide remote assistance to Pilot A and vice versa because they are RR domi's
Nobody is suspect so long as this continues

Where this begins to get really tricky is wardecs
I don't have the time or inclination to share how to abuse this mechanic for wardecs but lets just say its arguably the most complex mechanic I've encountered in eve although the above example gets quite difficult to pull off with multiple pilots on both sides and most people just go suspect because it's too hard to avoid


I learned something. The mechanic seems pretty limited, but I wasn't aware you could do that.

Thanks
Mo
Noragen Neirfallas
Emotional Net Loss
#47 - 2016-12-10 06:44:08 UTC
Mobadder Thworst wrote:
Noragen Neirfallas wrote:
To go further you do not gain a Suspect time when providing remote assistance to somebody who has ALL the EXACT same LE's as you. The easiest way to do this is to actively agress the same targets with your remote assistance ship that the target of your assistance is also actively engaging/engaged by

Example
Pilot A and B agresses Pilot C who is suspect baiting on the Rens undock
Pilot C loses his suspect timer and decides to go balls deep and takes them 2v1
Pilot A and B engage Pilot C
Pilot B begins to provide remote assistance to Pilot A and vice versa because they are RR domi's
Nobody is suspect so long as this continues

Where this begins to get really tricky is wardecs
I don't have the time or inclination to share how to abuse this mechanic for wardecs but lets just say its arguably the most complex mechanic I've encountered in eve although the above example gets quite difficult to pull off with multiple pilots on both sides and most people just go suspect because it's too hard to avoid


I learned something. The mechanic seems pretty limited, but I wasn't aware you could do that.

Thanks
Mo

Subject to change without notice or patch notes as with all things involving wardec and suspect baiting :shakes fist at CCP:

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Mobadder Thworst
Doomheim
#48 - 2016-12-10 18:01:59 UTC  |  Edited by: Mobadder Thworst
Though of the day:
Tank, guns, neuts, prop mods, etc are the meat and potatoes of pvp. They are also power grid hogs.

If you are doing large fleet activities, you are probably not in a position to benefit from this, but in small scale fighting where a small advantage can be critical, power grid can be worth thinking about.

If you are trying to choose between two similar ships for a given build, for instance, you may opt for the one with more power grid.

Power grid implants are a relatively cheap way to get a bigger tank. They are much cheaper than any of the named sets... and work with any ship you fly. If you are doing frigate pvp they deserve consideration.

Also, there are a few ships in the game where you can make a power grid tradeoff and get ahead. The vexor is one of those ships. Because so much of the vexor's DPS comes from drones, you can fit it with frigate guns and still get over 400dps (my standard for cruisers). After that, you have loads of tank for power grid... and can fit 2 1600mm plates if you have power grid implants with a balanced build. That much tank makes it a surprise on the battlefield.
Mobadder Thworst
Doomheim
#49 - 2016-12-11 16:29:48 UTC  |  Edited by: Mobadder Thworst
Thought of the day:

Ok, so this thread is working even if the volume of students isn't as great as I had hoped.

Yesterday, I nearly lost a Merlin (escaped in structure after slipping a scrambler) and today I fought a mid range punisher that was really quite well flown. Both pilots flew well enough to beat most of the opponents I've beaten and both were novices.

I was impressed.



Now, after learning how to maneuver and getting an understanding of what to do against a beatable opponent, chapter 2 is learning emergent pvp.

See, if you are in a Merlin and a tengu agrees to fight you, you aren't going to be able to win. So you need to dock up and get a ship that's small enough for him to engage and large enough to close the kill. Working ships, his perception, and timers to make the kill actually happen is a complex activity that I'm going to call "emergent pvp".

To learn this, make a bunch of ships of multiple tiers (frig to battleship) that each have a purpose (a scenario where they are effective).
Then start picking fights, declaring war, and fighting in engagements where you don't know what the opponent will do.


For the corp wanting to conduct training, first teach maneuver. Then when you do duels, do them on station or on a gate and have no rules (make it ok to dock and swap ships). This is how real fights progress... this forces contenders to face when the can't close a kill, look too strong, or have another issue that prevents actually winning.

Once you know how how to win and you understand maneuver, then you have to learn the emergent side of the game. Go steal out of cans, duel spam, and war dec your way to glory.
Mobadder Thworst
Doomheim
#50 - 2016-12-13 02:33:19 UTC
Thought of the day:
The disadvantage of ECM is that it prevents you from getting kills.

Now, when I was a noob I thought it was surely wonderful. I still hear a lot more about it than it deserves, though I do always keep an ECM boat around. It is a good tool for dealing with logi and a few other scenarios. It can be a safe boat to fly against a limited number of aggressors.

The problem with ECM is that it forces deagression, and ends (or encourages the ending) of the 1 minute gate/station timer. If you don't have absolutely sick DPS, you need all the time you can get to close the kill. ECM , while powerful, typically causes enemies to deagress and stop re-upping that timer... thereby helping them to get away.

If you are going for kills on gates or stations, use sparingly.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#51 - 2016-12-13 13:26:09 UTC
Random story: this weekend I was in a FW zone in a Crucifier (kitey MWD turret disruptor fit). I landed on a novice 'plex gate and D-Scan showed a Kestrel in the 'plex. I accidentally hit "activate gate" instead of "orbit" (I was waiting for reinforcements) and my immediate thought was "Well, I'm humped."

I land, the Kestrel is about 5k off of me, and I overheat my MWD and immediately burn away from him. My MWD is only active for a second before I get scrammed but it was enough. I manage to drift out of scram range for just a moment and immediately started spamming warp.

I got out with 3% structure and said a quick thank you prayer to RNGesus.

Moral of the story: Overheat! If that kestrel had overheated his scram, or if I hadn't overheated my MWD, I almost certainly wouldn't have gotten away.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mobadder Thworst
Doomheim
#52 - 2016-12-19 13:49:37 UTC
Thought of the day:
I could use some help on this one. Had intended to try this out, but too busy. It is a new idea I haven't tried.

Was trying to come up with an optimum engagement tactic for a missile boat against a gun boat.

I came up with the idea of jettisoning a can and orbiting it.

I haven't checked the angulars in this tactic, but the idea is that the gun boat would have trouble maneuvering to reduce angular and will have more restrictive range issues. If he tried to run away and draw out the angular, he would just run out of range.

Because the missile boat would be nearly stationary except with a tight orbit, I would think that would be about as slow as you could inspire your target to go.

I know orbit cans are a good way to prevent big guns from hitting you, but I hadn't really thought about it as a way to make a missile boat static but with damage reducing angular.

Can someone check the angulars and see if this is a viable tactic?
Mo
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#53 - 2016-12-19 14:02:24 UTC
I have used a similar tactic with sentry boats. Land, deploy sentries, and orbit one of them. It keeps me in roughly the same place and able to quickly scoop my drones, but it also keeps me moving so it's harder to apply damage to me.

I looked at the math behind this years ago but I can't be arsed to dig it up. Basically, it works, but I don't have qualitative figures to back me up, just experience.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mobadder Thworst
Doomheim
#54 - 2016-12-29 14:05:29 UTC
Thought of the day:
If you want fights, look weak. Don't bait with 10 corp mates on station in a vindicator. Nobody wants to fight that.

You have to excite that opportunist spirit in your target, and that may mean baiting in a hauler or t1 frigate.

By flying weak, you will sometimes come up against odds you can't beat, but your skill at maneuver will grow substantially if you have a good foundation (lessons discusssd here). When you re-enter a fleet with nice equipment, your knowledge and confidence will be excellent.

Getting used to compensating for your weaknesses in an engagement with maneuver is (in my opinion) fundamentally more powerful than covering for them with SP or faction components and fleet mates.

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#55 - 2016-12-29 14:22:00 UTC
Can I add one of my own?

Never underestimate T1 EWar ships. Many of them have EWar bonuses (particularly, range bonuses) that their T2 counterparts lack.

Want to build the ultimate damp sniper? Stick with a Celestis.

Need an ECM platform with 100km of optimal? Hop in that Scorpion.

Dying to muck up someone's tracking at ranges that would make a Naga jealous? Better get a Cruicifier.

T1 EWar: Range Tank Edition.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mobadder Thworst
Doomheim
#56 - 2016-12-30 15:46:07 UTC  |  Edited by: Mobadder Thworst
Low Sec Roams-
I've never been a huge fan of low sec roams, but this is how many players experience PvP on first try, so it bears discussing.

In low sec, you have to understand that if you aggress a target who is not either a criminal or war target, you will become a criminal.

When you do that, you will lose sec status and, if you do it near a gate or station, the gate/station guns will attack you. Also, everyone else in low sec who is restricted by threat of gate/station guns can now shoot you freely.

If you go into lowsec and land on gate next to a frigate, that frigate won't shoot you or the gate guns will turn him into confetti.

It's like blood in the water of a shark tank when a ship starts flashing red or yellow.

Because new corps often try to do lowsec in small ships and without much information, they can very easily get themselves spanked by a single ship with tank if they aggress with a bunch of frigates on a gate and get themselves criminal flagged (gate gun smokes them while the single ship tried to catch all the killmails).

Gate/station guns will end a frigate very quickly

If you are doing this, it is important to control your engagements such that the other guy engages first on gate or station, that will keep the gate/station guns off you (unless you are big enough to tank it).

I've lived in lowsec before, but I don't play an alt and for me, getting that sec status hit for kills would have limited me from the markets...which were always too many hops away. Also, I felt like the engagement mechanics in low were messier than high or null, and difficult to get clean engagements in the ships I like to fly.

I am in the militia right now and blobs are tough to dodge, but the content is MUCH better than it used to be. It is still very difficult to control/plan engagements in the militia environment.
Mobadder Thworst
Doomheim
#57 - 2016-12-30 16:45:01 UTC
Bronson Hughes wrote:
Can I add one of my own?

Never underestimate T1 EWar ships. Many of them have EWar bonuses (particularly, range bonuses) that their T2 counterparts lack.

Want to build the ultimate damp sniper? Stick with a Celestis.

Need an ECM platform with 100km of optimal? Hop in that Scorpion.

Dying to muck up someone's tracking at ranges that would make a Naga jealous? Better get a Cruicifier.

T1 EWar: Range Tank Edition.


This is a valid tactic. I used to fly a scorpion solo sometimes in wars when I didn't expect a full blob because I knew I could easily disengage just about anyone.

I eventually lost it in low to a large number of frigates (many of whom I managed to jam) in an ill conceived fight in low sec somewhere.

Mobadder Thworst
Doomheim
#58 - 2017-01-20 14:47:28 UTC
Thought of January -
Highsec conflict is so dead that I can't even give away training. Even once someone is trained, there isn't much to do with it because fights are rare.

I'm saddened by this.

We need canflipping back. It was the basis of meaningful content in highsec.

Without conflict (and I don't mean blind wardecs against dozens of alliances), there is no space opera.

I need more space opera.

Mo
Mobadder Thworst
Doomheim
#59 - 2017-01-27 17:54:23 UTC
Service cancelled due to lack of interest. I will stop monitoring "numbnuts pub" next time I log in.

I'll be learning to pve in null if anyone needs me. I still have a clone in Umokka area, and am happy to work with anyone.

If you want to learn, email or chat me.
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