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A month into Eve, my biggest beef: Inescapable gate camps

Author
Serendipity Lost
Repo Industries
#121 - 2015-12-04 12:41:32 UTC
Jasonne Ormand wrote:
Cidanel Afuran wrote:

I lived in a C1/LS WH with just me, myself and my alts for a bit, they are unbelievably empty. The PI alone for a month old person like the OP would be great. If he convos me in game I will give a decent POS setup. holding my breath on that, though....

I'd appreciate the offer if it didn't end with the sarcasm. As I've said over and over, gate camps are my only beef in this game. Also said on page one, wormholes are my favorite bit.

I've actually been tempted, repeatedly, to join a WH corp and move to one. The only reason I haven't is, still being new, I'm constantly running to a market hub for 2 parts I forgot or just decided to try. Or to build the battleship (or whatever is next) I just finished the skills for. Living in a WH would make that a lot more challenging than living 6 hops from a hub.

And my experience in corps has been less than compelling. Gate camps might be a time suck, but fleets? Hoo boy, spending an hour and a half getting to the fight only to find it ended before we got there and then have 30 jumps to get back home?

Not that they're all that way, I'm sure, but my first five or six fleets had such a low signal-to-noise ratio that corp life isn't exactly blowing my doors off.


If you promise to be relaxed on comms, send me a mail and we can discuss some of your wh living options. I can get you in to any number of groups. Being new - you might have some difficulty in my C5, but you wouldn't be the first guy to excell in a C5 wh w/ CARACAL being your biggest baddest ship. It's mostly mindset, but wh is the high end of the risk scale, so sadly skills do matter to some extent. Think it over. Drop me a mail if you like.
Lysenko Alland
Ubiquitous Hurt
The WeHurt Initiative
#122 - 2015-12-04 14:03:52 UTC
Jasonne Ormand wrote:
Besides, how to get through a gate camp is already basically a solved problem. Covops, MWD/Cloak trick, quick-align interceptor, MWD/MJD/Cloak on your travel fit battleship, etc. ECM burst for good measure.


It's usually a lot easier just to get a few friends together and break up the gate camp. Most gate campers are not in the habit of taking anything resembling a fair fight.
Jasonne Ormand
Doomheim
#123 - 2015-12-04 14:14:51 UTC
ShahFluffers wrote:

- very few mechanics in this game are a "dice roll" unless you let them become this way

What I meant there was, when it comes to gate camps, the only near-100% successful way to run them is with a quick-aligning interceptor. Correct me if I'm wrong.

Everything else is vulnerable to an interceptor tackle decloaking you. Meaning if I take a battleship with the best possible travel fit through 100 camps, I'll get caught X% of the time.
Serendipity Lost
Repo Industries
#124 - 2015-12-04 14:31:44 UTC
Jasonne Ormand wrote:
ShahFluffers wrote:

- very few mechanics in this game are a "dice roll" unless you let them become this way

What I meant there was, when it comes to gate camps, the only near-100% successful way to run them is with a quick-aligning interceptor. Correct me if I'm wrong.

Everything else is vulnerable to an interceptor tackle decloaking you. Meaning if I take a battleship with the best possible travel fit through 100 camps, I'll get caught X% of the time.


Knowing the area (experience) has a lot to do w/ it.

HS - there are a couple of 0.5 sec bottlenecks where things explode via suicide ganking. Auto piloting a freighter through there is spectacular.

LS - Orca boosting a mining op where the tuskers hang out is also spectacular. Some faction WF areas you'll see a dozen frigates on every other gate - they won't give you a second look if you're not playing FW. There are classics like Rancer (which isn't what it used to be) and Tama (closest LS to Jita) - good places to get wonked. Cutting through LS from Amarr to Rens is often tricky.

Null - NPC null - fun mutual explosions happen here. SOV null - depends on the area. Drone regions (farmville) - I'd autopilot most anything through there. CFC space - other than 4 systems it's all pretty much meh.

Your friend in this - The map. Pull that last tab out and sort through jumps / kills / poddings and so on. It won't tell you what's on the other side of the next gate, but it can paint a picture of the current days activities on your route. Prudent use of the map and all its info can remove a lot of the dice roll aspect of getting around.

Your other friend in this - Experience and knowing some locals (pvp generates friends if you decide not to rage when you lose). More than once I've been fleeted by local ebil piwates to throw in on something fun just because they are nice guys (and they really are).

It's a big game and it takes time to get the hang of it.
Zimmer Jones
Aliastra
Gallente Federation
#125 - 2015-12-04 14:44:45 UTC  |  Edited by: Zimmer Jones
Most likely 100% unless they can break your tank, or you take out their tackle. Every time you get through one, though, you'll be giving away your fit details even if they haven't scanned you down. BS will not make it through a gate camp unless the gate camp is only looking for small fry.

Why aren't you listening? You have to be slippery and dodge them, or find a way to bypass them. It will take certain ships with proper fits to do so, either way.

At this point everything said to you is being repeated, and you're still questioning why this is so. This is because many people doing their thing and having fun doing it trumps one person having fun being oblivious.

Think America. They have life, liberty and the pursuit of happiness. Pursuit. Not guaranteed. Liberty, you takes your chances. Life, but they never said how long.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Mike Voidstar
Voidstar Free Flight Foundation
#126 - 2015-12-04 14:47:26 UTC
Jasonne Ormand wrote:
ShahFluffers wrote:

- very few mechanics in this game are a "dice roll" unless you let them become this way

What I meant there was, when it comes to gate camps, the only near-100% successful way to run them is with a quick-aligning interceptor. Correct me if I'm wrong.

Everything else is vulnerable to an interceptor tackle decloaking you. Meaning if I take a battleship with the best possible travel fit through 100 camps, I'll get caught X% of the time.


Nah, There are a number of ways to run camps if you know what you are doing.

I have often run them in shuttles or just my pod. They align and warp quick. Sometimes a skill book is just that much cheaper or that much closer in a low sec system. I have never been killed in a camp with just my pod---though I have been podded in them if I showed up in a bigger ship.

Anything that fits a cov-ops cloak and a microwarp drive can scoot through them if you practice. Start moving, pulse the MWD, and activate the cloak. You will have a second where you are out of gate cloak before your own cloak kicks in, the acceleration boost gets you moving and when the cycle ends your top speed drops suddenly so you warp very quickly. You can be caught, but they have to be really on their game to do it--- which is how things should be, a contest.

If I have to move stuff like battleships through, I use a scout and just make sure the way is clear. Also, Lots of shields, and fill the lows with Warp Core Stabilizers. Train up to use ECM drones. It's one hell of a gate camp that's hitting you with 6+ points, so a full rack of WCS will probably get the job done, unless they are using a heavy interdictor with an infinite point. Release the ECM drones on that guy and pray for success. But seriously, get a scout if you need to get through low sec in anything like a hurry.
admiral root
Red Galaxy
#127 - 2015-12-04 14:51:56 UTC
Jasonne Ormand wrote:
Everything else is vulnerable to an interceptor tackle decloaking you. Meaning if I take a battleship with the best possible travel fit through 100 camps, I'll get caught X% of the time.


Working as intended.

No, your rights end in optimal+2*falloff

Soldarius
Dreddit
Test Alliance Please Ignore
#128 - 2015-12-04 15:23:20 UTC
There is a warp to 300 option. Or any distance between 0 and 100km. Theer are also default warp to distances you can choose from. If you want an arbitrary distance, you just right click on the warp to icon in the selected item box and type in the distance in meter, not kilometers.

If you want a longer distance, you will need to make a bookmark by manually flying around on grid. In case you don't know yet, the minimum distance from which you can warp to an object is 150km. So make sure your bookmark is at least that far away from the gate. I would recommend at least 200km so you have room to move around.

Also make sure your bookmark is not in line with an easy to use celestial, as smart pilots will warp to that celestial and then to the gate at 100, landing them close to you.

http://youtu.be/YVkUvmDQ3HY

Cidanel Afuran
Grant Village
#129 - 2015-12-04 16:09:36 UTC
Jasonne Ormand wrote:
I'd appreciate the offer if it didn't end with the sarcasm. As I've said over and over, gate camps are my only beef in this game. Also said on page one, wormholes are my favorite bit.

I've actually been tempted, repeatedly, to join a WH corp and move to one. The only reason I haven't is, still being new, I'm constantly running to a market hub for 2 parts I forgot or just decided to try. Or to build the battleship (or whatever is next) I just finished the skills for. Living in a WH would make that a lot more challenging than living 6 hops from a hub.

And my experience in corps has been less than compelling. Gate camps might be a time suck, but fleets? Hoo boy, spending an hour and a half getting to the fight only to find it ended before we got there and then have 30 jumps to get back home?

Not that they're all that way, I'm sure, but my first five or six fleets had such a low signal-to-noise ratio that corp life isn't exactly blowing my doors off.


The sarcasm only comes from the fact that we've offered you counters to gate camping in this thread, and you refuse to listen. Getting to market hubs is easier in a WH than in a lot of areas of high/low. At least twice/week there is an exit from the chain within 5-6 jumps of a trade hub.
SurrenderMonkey
State Protectorate
Caldari State
#130 - 2015-12-04 16:13:16 UTC  |  Edited by: SurrenderMonkey
Jasonne Ormand wrote:

Again, too literal. Bad example maybe, but there's a dozen reasons I might want to go somewhere, none of them involve the joy of running gate camps, and all take plenty of time as it is.


Well, now it sort of sounds like you just need to work on your time management skills. There might be dozens of reasons to go somewhere, but there usually aren't that many reasons to go that far in a battleship on a regular basis. Especially solo.


Quote:
I'm not about to cut my wrists over them, and they're not there every trip I take. Look, this game gives you the opportunity to do all kinds of cool ****. Among the online game landscape, probably the coolest collection of things to go and do.

Camping gates for ***** and giggles (as opposed to your far less common territory control strategic variety) is, to me, the lowest possible form of Eve. It's like giving a kid a set of drawing pencils and he promptly walks over and stabs a hole in the couch.


What does that have to do with the price of tea in China? I've got about 3 minutes worth of tolerance in me for sitting on a gate, myself, but that doesn't mean anyone else should be prevented from doing so.

If they want to spend their time that way, that's their prerogative. The way they're spending their time happens to conflict with the way you want to spend your time, but that's entirely your problem to solve.

The freedom to do things for "***** and giggles" is a pretty integral part of the Eve culture. It's not about to change every time some guy who has been here for a minute mistakes his personal experience for objective fact and declares that it would be better for the game if other people had less freedom.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Jasonne Ormand
Doomheim
#131 - 2015-12-04 16:51:58 UTC
Cidanel Afuran wrote:

The sarcasm only comes from the fact that we've offered you counters to gate camping in this thread, and you refuse to listen. Getting to market hubs is easier in a WH than in a lot of areas of high/low. At least twice/week there is an exit from the chain within 5-6 jumps of a trade hub.


I don't know how many times I have to say I know the counters. I use the counters. I use the map and travel fits and whatnot. Y'all seem to be dead set on interpreting a beef about the low-brow nature of gate camps and the time they eat as some refusal or inability to learn how to deal with them.
ShahFluffers
Ice Fire Warriors
#132 - 2015-12-04 16:55:40 UTC
Jasonne Ormand wrote:
ShahFluffers wrote:

- very few mechanics in this game are a "dice roll" unless you let them become this way

What I meant there was, when it comes to gate camps, the only near-100% successful way to run them is with a quick-aligning interceptor. Correct me if I'm wrong.

Everything else is vulnerable to an interceptor tackle decloaking you. Meaning if I take a battleship with the best possible travel fit through 100 camps, I'll get caught X% of the time.

And?

You make it sound like there should be some way to achieve 100% certainty. Welcome to EVE. Much the same way you can never get 100% resistances on any ship, you will never get 100% certainty of saftey or success in anything.
And if you do get that certainty... well.... "bad things" happen (fun fact: getting over 100% damage resistances means you will take infinite damage).

Also... Interceptors that are fit to pass the most professional "traditional" gatecamps have a glaring weakness; smartbomb gatecamps.
Cidanel Afuran
Grant Village
#133 - 2015-12-04 16:56:14 UTC
Jasonne Ormand wrote:
I don't know how many times I have to say I know the counters. I use the counters. I use the map and travel fits and whatnot. Y'all seem to be dead set on interpreting a beef about the low-brow nature of gate camps and the time they eat as some refusal or inability to learn how to deal with them.


I absolutely understand what you're saying.

EVE is specifically designed to let people be unfair, to let big groups bully the little guy/etc. It's designed to be harsh and unforgiving. You say gate camps are low-brow and cheap like that's a bad thing. That's specifically why some people do it. EVE lets you truly play the villain, unlike other games, which is one reason it's a great game.
Tuvok Tarac
Subsidy H.R.S.
Xagenic Freymvork
#134 - 2015-12-04 17:02:57 UTC  |  Edited by: Tuvok Tarac
.
Jasonne Ormand
Doomheim
#135 - 2015-12-04 17:04:12 UTC  |  Edited by: Jasonne Ormand
ShahFluffers wrote:
Jasonne Ormand wrote:
ShahFluffers wrote:

- very few mechanics in this game are a "dice roll" unless you let them become this way

What I meant there was, when it comes to gate camps, the only near-100% successful way to run them is with a quick-aligning interceptor. Correct me if I'm wrong.

Everything else is vulnerable to an interceptor tackle decloaking you. Meaning if I take a battleship with the best possible travel fit through 100 camps, I'll get caught X% of the time.

And?


And the point I was making was that slapping on a well-known canned travel fit and watching the dice roll is not a particularly interesting game mechanic. It's not a puzzle to creatively solve (being already solved until existing modules change), or some sort of unexpected coup to pull off.
Tipa Riot
Federal Navy Academy
Gallente Federation
#136 - 2015-12-04 17:12:08 UTC
OP, I don't get the point of this discussion. Please correct me if I'm wrong, but all I read is "I'm bad at dealing with gatecamps, so CCP please change the game in my favor". Everyone else with a bit expierience has no problems with gatecamps, and still fun, both camping or avoiding/crashing camps. Gatecamps are balanced and part of New Eden, deal with it. The time you spent arguing here would have found a better investment in working out a suitable counter strategy - also called: playing the game. Blink

I'm my own NPC alt.

Jasonne Ormand
Doomheim
#137 - 2015-12-04 17:15:46 UTC
Cidanel Afuran wrote:

EVE is specifically designed to let people be unfair, to let big groups bully the little guy/etc. It's designed to be harsh and unforgiving. You say gate camps are low-brow and cheap like that's a bad thing. That's specifically why some people do it. EVE lets you truly play the villain, unlike other games, which is one reason it's a great game.


Sure, and I certainly wouldn't say playing a villain in a video game is a bad thing. It's one of the more fun things to do. Gate camps are just a weak way to go about it. Which I get is affected by the spectrum of villainy the game makes easily available.

Eve is the first online game I've played that so broadly seems to encourage a sort of cowardice-flavored villainy.


Mike Voidstar
Voidstar Free Flight Foundation
#138 - 2015-12-04 17:33:05 UTC
Jasonne Ormand wrote:
Cidanel Afuran wrote:

EVE is specifically designed to let people be unfair, to let big groups bully the little guy/etc. It's designed to be harsh and unforgiving. You say gate camps are low-brow and cheap like that's a bad thing. That's specifically why some people do it. EVE lets you truly play the villain, unlike other games, which is one reason it's a great game.


Sure, and I certainly wouldn't say playing a villain in a video game is a bad thing. It's one of the more fun things to do. Gate camps are just a weak way to go about it. Which I get is affected by the spectrum of villainy the game makes easily available.

Eve is the first online game I've played that so broadly seems to encourage a sort of cowardice-flavored villainy.




In this game, I would. Up to a point.

It's not like GTA where the point of the game is to be a villain.

It's a simulated world where you are free to choose any goal you want, and any path to achieving it.

Upon being told they could be anything they want, they choose to be a villain. Not even a grand one, but a pathetic bully picking on weaker people because it's easy and 'fun'.

It's not even a case of trying several things because you maxxed out the other options...Nope, they did it because being a bad person is 'fun'.
SurrenderMonkey
State Protectorate
Caldari State
#139 - 2015-12-04 18:11:30 UTC
Tipa Riot wrote:
OP, I don't get the point of this discussion. Please correct me if I'm wrong, but all I read is "I'm bad at dealing with gatecamps, so CCP please change the game in my favor". Everyone else with a bit expierience has no problems with gatecamps, and still fun, both camping or avoiding/crashing camps. Gatecamps are balanced and part of New Eden, deal with it. The time you spent arguing here would have found a better investment in working out a suitable counter strategy - also called: playing the game. Blink



It's actually worse than that, if the OP is to be believed. He's totally good at handling gate camps, they're so easy it's boring. He just doesn't think he should have to. Roll

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Yige Shen
Zhi Zheng
#140 - 2015-12-04 19:27:30 UTC
You like to camp gates because its a choke point, EVE is fun with unbeatable odds, you are the villian, you know how to get past them. What if we did a tally. We want to be able to go into nullsec without -chance- to PVP. What if the choke points have more kills in the game than every PVP encounter and red corporation slaughter? I watch the map and 99% of the time theres a few dead ships at every choke point all day everyday. You can't say the same about the swirl of stars behind the chokepoint. Is the sink not clogged?

dont make me call miku bjj