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Combat probes warpin AU range

Author
Haoibuni
Short Bus Buccaneers
SL0W CHILDREN AT PLAY
#1 - 2012-03-26 17:46:59 UTC
If a good prober has his probes correctly positioned on top of you, what is the maximum AU range he can put his probes at to get a warpin on you

Assume the prober is in a Cov ops 5, all level 5 skills, has the rigs, sisters launcher and sisters probes but not the implant set

Presumably it would differ depending on what ship I'm in but I'm just wondering is there a general rule

I believe the answer is 2au for a non-cap ship. Presumably this goes up to 4au for a cap

Hope I'm making sense. What I want to be able to do is minimise my D-scans distance to a little bit more that the maximum distance asked for above so that if I continuously hit D-scan I will always see his probes that are hunting me but I won't see other probes that are hunting someone else (unless of course that someone else is in the same vicinity of space as me but I hope you get my drift)
Tabernack en Chasteaux
Phoibe Enterprises
#2 - 2012-03-26 19:19:00 UTC  |  Edited by: Tabernack en Chasteaux
It depends. For example, if you have a MWD on, or have drones out that are MWDing around, you will be much easier to find. If you're zooming around in a shield battleship you can probably be pinned from 8au at least.

If you see probes on your dscan, assume that a good prober will already be in warp to you. If you value your ship, it's not worth trying to game the range like this.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#3 - 2012-03-26 20:55:31 UTC  |  Edited by: FloppieTheBanjoClown
Keep your dscan on max range. There's more out there than just probes to worry about.

A competent prober will be warping to you within 10 seconds of the probes being visible on your dscan. They'll either be sitting cloaked at the nearest celestial, or somewhere just outside your dscan range. At best you've got maybe 15-20 seconds to GTFO, more if you're behind an accel gate. If you see probes and you aren't prepared to fight, don't hesitate.

edit: and yes, I can lock quite a few things at 4-8 AU.

Founding member of the Belligerent Undesirables movement.

Jewel Harana
Native Freshfood
Minmatar Republic
#4 - 2012-03-26 21:28:14 UTC
Btw a good prober knows your location even before he gets his probes out.

We have very good D-Scanners in our Alliance who can pin you down to 3 Au before launching a single probe. After that the probes are launched out of D-Scan range and after the first cycle > Fleet Warp > Point > Tears.


The only good advice that anyone could and should give you: If you see Combats in LS, NS, W-Space - GTFO. Cause you will die otherwise.
If you're a Carebear in HS just ignore anything that warps into your pocket. They will just get bored and search for a more dumb pilot :D

regards
Substantia Nigra
Polaris Rising
Goonswarm Federation
#5 - 2012-03-26 21:28:48 UTC
I remember a similar sounding thread that I posted to. Don’t know if it’s any help, but: https://forums.eveonline.com/default.aspx?g=posts&m=602086#post602086

Like previous responder here says, ships can be scanned at 4 – 8 AU range. It’s often easier to find the ship than the site … unless it’s a site that doesn’t require probes (anoms in w-space, but not sure of the range of them in empire space).

It’s also possible to locate a ship without having your probes detectable on his DS for any longer than a few seconds.

Despite knowing and practicing all of this, I rarely get too fussed until I see probes much closer than that. I monitor the system closely and when probes appear I watch them closely, but I don’t always warp-away as soon as I see probes come out. Good scanners are good, but the vast majority of ppl who launch probes are not … but unfortunately your DS can’t tell you which group this scanner fits into (altho 8 probes means they have at least dedicated that extra training time to their scanning skills … or you have two scanners in system).

Another, vaguely related, forum thread: https://forums.eveonline.com/default.aspx?g=posts&m=811768#post811768

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Jack Miton
School of Applied Knowledge
Caldari State
#6 - 2012-03-26 21:56:32 UTC
It really depends on the ship.
you can lock caps at 8au, BSs at 4au, BCs at 2au.
Cruisers you can do at 2au but tends to be easier to drop to 1au to make sure.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Haoibuni
Short Bus Buccaneers
SL0W CHILDREN AT PLAY
#7 - 2012-03-27 01:18:38 UTC  |  Edited by: Haoibuni
OK ty all.

I'm hearing lots of "If you see probes then GTFO", but as long as your full speed aligned to another safe (that hasn't already been compromised) and you dont return to the safe your currently in, you can just warp off if something lands on grid. Ok you gotta keep your eyes peeled on the overview but even if a cloaked stealth bomber lands you'll still have time.

Is this correct or am I missing something?
Jack Miton
School of Applied Knowledge
Caldari State
#8 - 2012-03-27 01:43:37 UTC
Haoibuni wrote:
OK ty all.

I'm hearing lots of "If you see probes then GTFO", but as long as your full speed aligned to another safe (that hasn't already been compromised) and you dont return to the safe your currently in, you can just warp off if something lands on grid. Ok you gotta keep your eyes peeled on the overview but even if a cloaked stealth bomber lands you'll still have time.

Is this correct or am I missing something?



yeah you may get lucky and have that work.
it's not something i'd rely on.

basically the first thing you need to do is make around 5 safes by bouncing around some celestials as far apart as possible.
note that these safes should be close to said celestials.
(btw, use moons, not planets as your bounce points, be careful to avoid POSs.)
then just fly between them all 2-3 times, making an in between safe on every warp.
then repeat with the in betweens in a random order, again making mid point safes on every warp.
this quickly gets you a very high number of varied safes that are untrackable unless the prober gets extremely lucky.
after the initial safes setup, never warp to a celestial or repeat safes and you should be fine for 15min till you can log off, or the prober gets bored.

as a note, it can be fun to stay alligned and let the prober find you if you know theyre in a covops and youre in a ship that can kill a covops very quickly (a loki for example).
if the covops is dumb enough to uncloak near you it will get you a km and get the prober off your back.
note: this is obviously a risky maneuver and dont do this in a missile boat, they can't kill a covops before their buddies land.


There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Haoibuni
Short Bus Buccaneers
SL0W CHILDREN AT PLAY
#9 - 2012-03-27 02:22:33 UTC
I was always told flying to a moon is death.

Do you mean fly to moons with no control towers? Cos you can't differentiate when you are many AU away which has a control tower and which doesnt.

Please elaborate.

Tabernack en Chasteaux
Phoibe Enterprises
#10 - 2012-03-27 20:13:30 UTC
Haoibuni wrote:
I was always told flying to a moon is death.

Do you mean fly to moons with no control towers? Cos you can't differentiate when you are many AU away which has a control tower and which doesnt.

Please elaborate.


Yeah, warp in on somebody's POS and you're gonna have a bad time.

Warp to the vicinity of the nearby planet and you will be able to d-scan the moons individually. Or, use combat scanner probes.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#11 - 2012-03-27 20:33:29 UTC
Haoibuni wrote:
OK ty all.

I'm hearing lots of "If you see probes then GTFO", but as long as your full speed aligned to another safe (that hasn't already been compromised) and you dont return to the safe your currently in, you can just warp off if something lands on grid. Ok you gotta keep your eyes peeled on the overview but even if a cloaked stealth bomber lands you'll still have time.

Is this correct or am I missing something?


Soon as you get into warp, they know the direction you went and can guess at your destination. They can get themselves aligned, move their probes, and warp as soon as they get a new lock on you. It's a risky proposition to ignore those combat probes. They are your ONLY warning.

Founding member of the Belligerent Undesirables movement.