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Warfare & Tactics

 
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PVP - A Few Basic Qs

Author
Tyler McEntee
Sebiestor Tribe
Minmatar Republic
#1 - 2012-04-16 05:37:41 UTC
Hello everyone,

To start, I'm new to PVP. I've made my money through PVE and honestly, it's gotten quite dry. My first attempts to go head to head with other players have been terrible. I currently fly a solid T2 fitted Rifter, yet no matter what I try to tackle in lowsec, I get completely rolled. I'm trying out 1v1 because I don't think that I'm at a level in which I can work with another person to bring down other players. So 1v1 is what I fit for, but the results are very... discouraging.

There's got to be more to it than, "orbit at X, kill AB/MWD, turn on all other mods, ?????, profit." This is where I'm getting lost. My skills are not completely maxed out for the modules I'm using; they're either at 3, 4, or 5.

This is my fit:

[Rifter - Antithesis+]

High:
3x 150mm AC T2
1x Nos T2

Mid:
1x 1MN AB T2
1x Warp Scram T2
1x Cap Booster T2

Low:
1x Nano Adaptive Armor T2
1x Gyrostabilizer T2
1x Small Armor Repair T2

- I have Hail, Barrage, and Republic EMP ammo types that I carry around.

While I understand that this cookie-cutter fit has its flaws, I should have at least some kind of success.. somewhere. Right?

So I've read up on most of the values listed under the "Attributes" tab for the modules: Optimal Range, Falloff, RoF, Damage Multiplier, Tracking Speed, ETC. After all that I've read, I still don't understand what I should actually do when engaging a target (keep in mind I'm going after T1 frigates here, nothing crazy). So here are my few basic PVP Qs:

1. How do you determine the distance you should orbit your target? What factors should you consider, and how should these factors affect your decision?

2. Ammo type. Seriously; I understand that shields are weak to EM and armor is weak against EXP, but every ship has both shells; when do you know what ammo type to load your guns with?

- Is there a cardinal rule? IE: EM against Caldari (because they're usually shield tanked) and EXP against Minmitar (usually armor tanked)?

3. Kiting. I see this term all over the boards and while I understand what it means, how are you able to remain in control of the distance of your target if you're webbed? Tactics?

4. Selecting a target; how do you do it? What factors do you take into consideration before making the call, "...yeah... yeah I'm gonna kill this guy..."

5. Location, location, location. Where's a player's safest bet for 1v1 action? I'd prefer not to jump into a system and get instaganked by a camp. I know it's likely to happen as EVE is a game controlled by its players, but come on; I'm gonna cry.

So hopefully some of you read this desperate cry for help from a poor 5mil SP noobie in search for some PVP pointers. One of either two things will happen; you'll get excited and tell me all of the wonderful things about solo PVPing, or you'll laugh and I'll have to learn through the loss of 20 more ships.

Thanks to everyone who made it all the way through,
Tyler
Vaal Erit
Science and Trade Institute
Caldari State
#2 - 2012-04-16 06:39:02 UTC
Tyler McEntee wrote:


1. How do you determine the distance you should orbit your target? What factors should you consider, and how should these factors affect your decision?


You want to fire at your optimal or with matar you want to fire at optimal + around 1/2 falloff. There's some variation as against gallente you want to stay as far away as possible because gallente ships will always outdamage you in close.

Tyler McEntee wrote:
2. Ammo type. Seriously; I understand that shields are weak to EM and armor is weak against EXP, but every ship has both shells; when do you know what ammo type to load your guns with?

- Is there a cardinal rule? IE: EM against Caldari (because they're usually shield tanked) and EXP against Minmitar (usually armor tanked)?


Basically ya, em vs shield ships and exp vs armor ships is a good rule. By learning fits of what others fly you can reenginner their fits and find their damage holes and remember but not everyone fits the same way so there is a certain luck factor.

Tyler McEntee wrote:
3. Kiting. I see this term all over the boards and while I understand what it means, how are you able to remain in control of the distance of your target if you're webbed? Tactics?


With an mwd and a nanofiber or two and staying out of web range with a good orbit distance and be very careful if the enemy overheats his mwd at you

Tyler McEntee wrote:
4. Selecting a target; how do you do it? What factors do you take into consideration before making the call, "...yeah... yeah I'm gonna kill this guy..."


Experience. A rifter can fight any tech 1 frigate and any tech 2 interceptor. It can try to fight tech 2 assault frigates but you'll lose those fairly badly most of the time. 1v1s can start out bad but if you wait for your enemy to make a mistake you can win

Tyler McEntee wrote:
5. Location, location, location. Where's a player's safest bet for 1v1 action? I'd prefer not to jump into a system and get instaganked by a camp. I know it's likely to happen as EVE is a game controlled by its players, but come on; I'm gonna cry.


Haha nowhere. This is a massive MMORG on ONE server and everybody and their mom has an alt. Your best bet is via 1v1 in Red vs Blue, 1v1s in high sec or trying to find loners in faction warfare. 1v1s in an open pvp game are hard to find as nobody fights fair if they don't have to. It's fun outsmarting the blobbers when you do it. If you solo pvp, you will die a lot. A lot. You won't even kill anything most of the time until you learn how to get away or learn how most traps are sprung. Sometimes it won't be fun but every once in awhile it will be epic.



My advice is to join Red vs Blue and google them and agony empire pvp classes if they are still doing them. Here are rifter fits that are tried and true:
Rifter fit one
Rifter fit two


Mike Whiite
Deep Core Mining Inc.
Caldari State
#3 - 2012-04-16 06:58:19 UTC
Tyler McEntee wrote:
Hello everyone,

2. Ammo type. Seriously; I understand that shields are weak to EM and armor is weak against EXP, but every ship has both shells; when do you know what ammo type to load your guns with?

- Is there a cardinal rule? IE: EM against Caldari (because they're usually shield tanked) and EXP against Minmitar (usually armor tanked)?




Almost al shield tankers close the EM hole, if you can fit thermal ammo that will probably do more damge
Halete
Sebiestor Tribe
Minmatar Republic
#4 - 2012-04-16 07:02:37 UTC
Just like almost all armor tankers close the Explosive hole, from my experience anyway.

"To know the true path, but yet, to never follow it. That is possibly the gravest sin" - The Scriptures, Book of Missions 13:21

Gerrick Palivorn
Caldari Provisions
Caldari State
#5 - 2012-04-16 07:05:58 UTC
As far as ammo goes, Phased Plasma is always my choice as holes are generally filled and you want to go for a secondary resist anyway (which is usually thermal).

MMOs come and go, but Eve remains.  -Garresh-

Halete
Sebiestor Tribe
Minmatar Republic
#6 - 2012-04-16 07:19:41 UTC  |  Edited by: Halete
Honestly I'm struggling to articulate a response for this because there's so many canned responses you could be given. Thing is, they only apply to very limited situations in a vacuum.

I disagree about your mindset of not being ready to co-ordinate in a group. What I would suggest is that you find a small gang or even a duo that would be willing to have you. Listen to the calls the FC makes, follow them and try to understand the thought process. If you're not sure of something, ask AFTER the op.

Note, I recommend very small gang stuff as the FC can micro-manage you a lot better. Because of this, you'll have a lot more to assess and learn from. This will prepare you for far more situations than the canned advice you could receive and give you an actual developed knowledge of the game.

If you can answer yes to:

-Do you understand basic commands in EVE and controls?
-Do you have a functional PvP overview?
-Can you listen?

Then you're ready to jump right in.

Edit: Forgot to add 'have a voice comm client'. Pretty silly of me.

"To know the true path, but yet, to never follow it. That is possibly the gravest sin" - The Scriptures, Book of Missions 13:21

Karak Bol
Low-Sec Survival Ltd.
#7 - 2012-04-16 07:43:30 UTC
Again something about ammo types: Actually its one of the disadvantages/advantages of Minmatar, that you can choose your ammo type. The line of "Shield has an EM hole, Armor has an Exp hole" is just wrong. For some armor tanked Gallente T2s EM is actually the hole, because they fit an active Exp hardener and have naturally high Therm/Kin resists. Therefore you have to read a bit about ship types and carry a variation of different ammos, if you really want to use the one most appropiate.
Thats easier for Gallente and Amarr, as they can only deal Therm/Kin and EMP/Therm.

About fitting: Experiment, experiment, experiment. Copying internet fittings does only help you so far and is a good starting point, but only by "understanding" a fit, you can use it to its fullest potential. That, and a selfmade fit is good for some nasty surprises.
ShahFluffers
Ice Fire Warriors
#8 - 2012-04-16 07:52:23 UTC  |  Edited by: ShahFluffers
Tyler McEntee wrote:
1. How do you determine the distance you should orbit your target? What factors should you consider, and how should these factors affect your decision?

The answer to this is not very simple as MANY things have to be taken into account. I'll try to skim through them:

- Obviously your weapons range is key as this is how you kill people. Check the optimal and falloff range of your guns. Remember that optimal is where you'll be able to do the most damage while falloff is how far out you can be while still applying SOME damage.

- The tracking of your weapons is another factor to consider. Generally speaking, the closer you are and faster you are going the harder it is for your weapons to track the target (and vice versa).

- Transversal speed (the speed that you are moving relative to your target and vice versa) also plays a major factor, especially for frigates. Generally speaking, if you are moving parallel to your target and/or you and your target are stationary, the lower your transversal is and the easier it is for your weapons to track. Be warned that this works BOTH ways as the easier it is for you to shoot a target, the easier it is for your target to shoot you.

- Knowing aggro mechanics helps immensely as it can help you get out of bad situations (ex. you find yourself on a gate fighting someone, you realize that your target's friends are coming, you stop fighting and try to hold out for a minute or so to jump through the gate ans escape).

Tyler McEntee wrote:
2. Ammo type. Seriously; I understand that shields are weak to EM and armor is weak against EXP, but every ship has both shells; when do you know what ammo type to load your guns with

All you can do is guessimate the resistance hole and take your best shot. Most PvP ships never know what weapons (or ammo) they will be facing, so PvP fits try to omni-tank and plug up any resistance holes they might have
Overall, you have the right idea and often, armor tankers (especially cruisers and below) will have explosive holes while shield tanks (again, cruiser and below) have low EM resist.

Tyler McEntee wrote:
- Is there a cardinal rule? IE: EM against Caldari (because they're usually shield tanked) and EXP against Minmitar (usually armor tanked)?

Yes and no. People who shield tank will usually try to plug up their resistance holes (EM and Thermal) as much as they can with specific mods... but then that leaves the other two resistances (Kinetic and Explosive) at weaker levels because no mod was used to boost them. The same concept works for armor as well.

My personal preference is towards dealing Thermal damage as it is often not always the strongest resistance on a ship, but at the same time not always the weakest.

Tyler McEntee wrote:
3. Kiting. I see this term all over the boards and while I understand what it means, how are you able to remain in control of the distance of your target if you're webbed? Tactics?

The "art" of kiting is to stay outside of the target's effective weapon range while staying more or less within your own. This can also be extended to include staying outside of web/scam range (~10km) so you have the option to GTFO if the fight goes south.
Often, people will use Microwarpdrives (and thus speed) to keep that distance... or use a combination of Microwarpdrives/Afterburners and/or stasis webifiers to keep the target at a certain range

Tyler McEntee wrote:
4. Selecting a target; how do you do it? What factors do you take into consideration before making the call, "...yeah... yeah I'm gonna kill this guy..."

Knowing how ships are generally fit, how they are generally used, and what weapons they generally employ helps you both use your chosen ship better and also helps you select your targets to avoid "unfavorable" situations.
Basically, know the pros and cons of each ship and weapon.

Here's a basic rundown of different weapon systems...

- Missiles never miss so long as you are in range... but the damage they apply is generally dependent on how "big" the target is and how fast it is moving. You can use your MWD to increase your speed and mitigate the damage that way, but because MWDs increase your ship's "sensor footprint" you might end up taking more damage. The same works in reverse.

- Turrets can apply full damage to any sized ship, but they can miss if the target is moving too fast or is too close in relation to the ship (see: "Transversal speed" and "tracking"). "Getting under the guns" is a tactic where you try to get so close and/or move so fast that it is extremely difficult for the turret to track, and thus apply damage, to you.
Of course, "size" also plays a factor with turrets as they do with missiles... just not to the same degree

- Drones (not including sentry drones here) operate like miniature mobile turrets. They have excellent tracking and can be deployed against any ship within about 50km... which makes them ideal for anti-frigate duty (especially light scout drones). However drones need to get into range first and can be shot down anytime during the fight.
It is completely possible to outrun drones (Warrior IIs are the fastest and can fly around 4000 m/sec) and/or "disarm" a ship by killing all the drones.
ShahFluffers
Ice Fire Warriors
#9 - 2012-04-16 07:54:25 UTC  |  Edited by: ShahFluffers
Since I've sperged this much I might as well add a "little" something about different tanks and how they work.

- Armor tanking requires the use of low-slots... which means that you lose out on damage mods like Ballistic Control Units, Heat Sinks, Magnetic Field Stabilizers (all of which increase rate of fire), and Tracking Enhancers (which increases turret accuracy and range). However, armor tanks do not require mid-slots so they are free to utilize more Ewar and utility mods (webs, ECM, ECCM, target painters, capacitor boosters, extra propulsion mods, etc) to better debilitate a target and/or enhance your ability to stay in a fight.

- On the other hand... shield tanking generally requires the use of mid slots which allows you to fit your low slots with weapon enhancement mods to apply more damage. However you lose out on Ewar and utility mods that might give you an extra edge in battle.

- Buffer tanks allow you to pack on hitpoints and resistances, which is good beacuse you can take more damage over a very short amount of time before blowing up. They are also very easy to maintain as they are not all that capacitor hungry (which makes you quite resistant against Energy Neutralizers). However you only have a finite amount of of HP to work with.

- Active tanks can repair damage and allow you to stay in the fight over a longer period of time... provided that the incoming DPS is NOT higher than your tank's regeneration ability... otherwise you'll run out of HP before your tank mods can cycle. Active tanks are also very capacitor hungry, which mandates that you either gimp your fit overall to maintain capacitor stability (with Capacitor Power Relays, Power Diagnostics, and Capacitor Rechargers) or fit a Cap Booster which requires that you fill your cargo hold with capacitor charges (which you can only carry so many), or fit a nosferatu (which requires to use of a precious high slot that could be used tor another weapon). And even if you do properly fit your ship with these mods, you are still vulnerable against Energy Neutralizers (which destroys a portion of your capacitor power every time it cycles).

- You also have to factor in that armor (especially armor plates) reduces your ship's speed, which makes it easier for others to catch up and intercept/outrun you... meanwhile shield mods generally increase your ships signiture radius (its "sensor footprint", if you will), allow people to lock you up faster and apply damage easier.
Xedam Praxis
Repo.
#10 - 2012-04-16 13:52:32 UTC
Read these guides:

http://dl.eve-files.com/media/corp/TheOrangeGuy/Beginners_Guide_to_Piracy_2.1.pdf

http://go-dl1.eve-files.com/media/corp/wensley/The_Rifter_Guide_Solo_PvP.pdf

Visit this blog, open the article index and read the "Know Your Enemy" series - start with T1 frigates:

http://altruist.azual.co.uk/

Don't use a Cap Booster on a Rifter hull to start your PvP career. If you don't have the SP to power your AR with only a Nos, than go for a buffer tank and rocket launcher. Also, meta 3/4 modules are your friend and sometimes they perform better/as good a their T2 counterparts.


“The word of a gentleman is as good as his bond; and sometimes better.”

  • Charles Dickens
Tyler McEntee
Sebiestor Tribe
Minmatar Republic
#11 - 2012-04-16 15:29:01 UTC
Thanks a lot everyone for the pointers thus far! I learned that Thermal seems to be the best bet when you're unsure what your opponent has tanked.

Also, I suppose rather than not being ready to coordinate with a friend, I'm probably not ready for solo PVP. I understand a lot more about ship and module attributes than I did prior to creating this thread and I'm eager to put them into play.

I guess the only way to really learn is to lose a few more ships.P

One last question if you guys can spare the time:

What's the deal with lowsec flagging? I'm sitting outside of a station (surrounded by CONCORD's guns) and someone pops me; no apparent retaliation from CONCORD's guns. I try it out--I'm popped by CONCORD. Is it me? It must be me.

/pulling hair out.

Thanks again to everyone who gave their input! Much appreciated!!

And thanks in advance to those of you who answer my finaly question,
Tyler
The Lobsters
Viziam
Amarr Empire
#12 - 2012-04-16 15:32:38 UTC  |  Edited by: The Lobsters
Hello,

Just a thought. You have 5 mill sp's with a fully T2 fit. That makes me wonder if you are under-trained in some core skills.

T2 gear needs good support skills to be really effective. Simply being able to fit T2 is not a guaranteed advantage. Some T2 gear has higher cap demands that isn't a problem if you have energy management and energy systems operations to level 5 but an un-necessary hindrance when meta stuff is good enough.

You've got the equipment skills, get the core skills now. You could aim for core comp standard (don't worry too much about getting multitasking for frigates.

And if you haven't got it yet, make thermodynamics a priority now and enjoy the heat. Really... NOW

I went on vacation once and the only skill that would cover the time away was thermodynamics 5. Ironically having that to L5 will benefit a noob the most as you need all the advantage you can get against higher sp toon, and remembering to turn it off takes a lot of practice!

Having it to 5 is more forgiving



You'll get there dude



edit. You're flying Rifters. If you haven't done so already get Evasive Maneuvering, Navigation and Trajectory Analyse to L4 minimum. I'd make those your next L5 skills after Engineering (which you need for Thermodynamics)

And rigs, they're great and easy to train for

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

Tabernack en Chasteaux
Phoibe Enterprises
#13 - 2012-04-16 15:46:38 UTC
Tyler McEntee wrote:
What's the deal with lowsec flagging? I'm sitting outside of a station (surrounded by CONCORD's guns) and someone pops me; no apparent retaliation from CONCORD's guns. I try it out--I'm popped by CONCORD. Is it me? It must be me.


This is not CONCORD you're dealing with in lowsec -- they are just sentry guns. When you are under the effects of the Global Criminal Countdown, these guns will shoot at you. Because you are in an active tanked frigate with no EHP to speak of (assuming the fit you posted above), they will asplode you more or less instantly.

Someone with more buffer may be able to tank these guns long enough to shoot you and escape.
Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#14 - 2012-04-16 16:23:00 UTC
There seems to be this mindset in New Eden that in order to pvp you either need to;

a) run in a gang
b) go solo

But there's nothing wrong with a duo either. Your odds of survival are far greater. You'll learn alot more and find more fights with just 1 wingman by your side.

High Five. Yeah! C'est La Eve .

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#15 - 2012-04-17 04:26:16 UTC
i know many will say no, but i suggest joining red vs blue. many of your questions simply come with experience and knowing your style, RvB is just a fun way to get expierience.

since your in a rifter target selection should be
"do i have a chance in hell of killing it" so basically.. any non-cap ship. if you die oh well if not congrats on your engagement.
Lady Spank
Get Out Nasty Face
#16 - 2012-04-17 08:49:51 UTC
I don't know who told you a cap booster rifter is cookie cutter but you need to immediately disregard any other advice they gave you. Put a web on your rifter instead.

Furthermore if you are in an AB frig you should normally be overheating your ab rather than turning it off (or at least running it with no heat). You should only turn it off when you have extreme cap instability and the opponents tracking is poor.

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Darthewok
Perkone
Caldari State
#17 - 2012-04-17 09:05:27 UTC  |  Edited by: Darthewok
3 pieces of PVP advice that will help you no end:

1) join RvB
2) learn how to use the DPS chart in EFT to figure out best ranges to orbit
3) learn how to set up the defence by damage types in EFT so you can check each ship out for what is the best ammo to shoot
i have my own little list, but make your own.

CAVEAT RICHARDUS VOLVERE - YOU HAVE BEEN WARNED http://www.youtube.com/watch?v=oHg5SJYRHA0

The Lobsters
Viziam
Amarr Empire
#18 - 2012-04-17 11:08:46 UTC  |  Edited by: The Lobsters
Darthewok wrote:
3 pieces of PVP advice that will help you no end:

1) join RvB
2) learn how to use the DPS chart in EFT to figure out best ranges to orbit
3) learn how to set up the defence by damage types in EFT so you can check each ship out for what is the best ammo to shoot.



What he said.

I fail at pvp, but I'm failing a lot less than I used to. What has changed is :-

1. I have found a fit I understand well, have embarked on a focused skill-plan for that fit and now I'm milking it.
2. Through points 2 and 3 above I got a better understanding of my possible targets and picked my battles.


That guy that pwns your frig in 30 secs did so because he worked out how you were fit, decided he could take you and exploited your weakness's. If you were fit differently he may have just avoided you instead.

I'm more of that guy now.



(I still die a lot)

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

The Lobsters
Viziam
Amarr Empire
#19 - 2012-04-17 11:11:03 UTC  |  Edited by: The Lobsters
double post

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.