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='''How to get Podded 101'''=


Firstly note that this is a extreme work in progress at the moment that should not take too long to finish, that I am trying to add to every day.
I recently decided I wanted to contribute to the Wiki, however the only thing I am proficient at is dying, so I guess it will have to do. This guide is a compilation of various tips, tricks and tactics that will help with increasing your survival chances.
A lot of the things I will discuss in this guide have crossovers with other guides, these things I will not go into too much detail, and hope that you read guides/go to classes on those subjects.
This guide is mostly aimed at T1 frigates; however the tactics stay the same for most hulls and can be adapted to fit to different circumstances. I encourage other pilots to also add other tactics they feel are relevant.
='''Gatecamps'''=
If you ever jump into a system and land smack in the middle of a Gatecamp, the first thing you have to do, as printed in large friendly letters on the cover of the most popular book ever published, DON'T PANIC. You will spawn about 12km from the gate and you will have a gate cloak for about 1 minute, so firstly just relax. You do still want to be the one to disengage the cloak.
Next you want to look for the celestial that is the closest to the front of your ship then warp to it at a random range between 0 and 100, and once you land on the celestial you have to bounce to another random celestial, there is a chance the people at the gatecamp will try to follow and catch you.
If you see a ship moving very fast around the gate with alot of drones chasing it, chances are that it's either a frigate that's in some deep trouble, or most likely it's an interceptor doing what we call a "drone net". This meneuvre is meant to increase the likelyhood of decloaking anyone around the gate. If you see this and one of them is heading straight for you, or is very close, your best hope is to get out of there as fast as possible. Remember that if anything or anyone is within 2500 meters of you, you will be decloaked.
If you know there is a gatecamp at the gate you are trying to get through, you can either risk it and just warp to it and spam the "jump" button or you can bounce to a random celestial, like a planet, before you warp to the celestial so that the chances of landing on a Smartbomber is smaller.
='''Smartbombers'''=
Smartbombers are one of the worste things a tackling frigate can go against, luckily if you stay out of their ranges they can't do diddly squat to you. Usually a good indicator if someone is Smartbomber fit is to click the "look at" button and if you cannot see any turrets it is probably either Smartbomber or Missile fit. The most obvious indicator would be if you saw big pretty flashes around the ship, also known as a "Disco Fit".
Once you know it is a Smartbomber then all you have to do is stay outside its range. Usually a good number is 7500 meters, there are Smartbombers that can reach further than that; however they are very expensive and quite rare, though you can just be safe and stay at the furthest that you can point at. Most of all DON'T EVER, EVER JUST APPROACH A SMARTBOMBER. Trust me if you do this you will overshoot the range of the Smartbomber and wake up in goo.
 
='''Snipers'''=
Snipers are a kind of like a double-sided sword. On the one hand if you can get in a close orbit around one of them you can be the death of them. If you can get in a stable orbit around them at a decent speed there isn't much of a chance that they can hit you, and you can pin them down until the blob catches up. They can also easily make you wake up in goo in one shot if they are at their optimal, even if you are moving at top speed, since the distance will make your speed almost moot.
If you are a great distance from them you have no chance if you try to slowboat to them, but if you aren’t that far from them you can try to catch them by either using a zigzag or spiral techniques (more on that later).
='''Drones'''=
One boat's drones are usually not that dangerous, if they are on their own, that is. If you put even more drones, turrets, missiles, neuts, webs and multiple boats trying to kill you, then drones get quite deadly. For now let’s leave all those extra stuff out of the equation.
Drones can be outran, and you don’t have to go 5k+m/s to survive from them, the speeds of drones differ  and it will be a good idea to memorize them to know which drones to worry about on the field. If you are in a Frigate, you usually don't have to worry about any drones except if they are Light Combat Drones, be wary about Webifying Drones too.
Having a Tab in your overview that has drones as well is also useful.
='''Fittings'''=
There are various mods useful for a frigate. The most important is probably speed mods, since going faster than the opponent's bullets is the only thing that will keep you alive. With most frigates fitting armor/shield mods is useless; they won't give you enough effective HP to keep you from being killed with one shot. I do fit a Damage Control on most ships I fly though.
If you do want to fit a defense mod, it might be better to use a shield booster for frigates, since they recharge your shield a lot faster than a armor repairer, even though at a less amount, plus it boosts at the beginning of the cycle. Other things you can think of fitting is e-war, though you should be careful of fitting e-war on a ship that does not give boosts for it. It can still be useful to fit e-war, for example: I have fitted a tracking disruptor with a tracking script on frigates in the past, which coupled with speed tanking makes you almost impossible to hit.   
There are really far too many fittings, since if I start with it in detail I might not stop typing.
='''Damage Mitigation'''=
Damage mitigation refers to receiving less damage by going faster, or more spesifically "outrunning" the explosions from missiles, bombs and smartbombs. This means that once you start dealing with one one of these types of  damage that "explodes" the transversal is not that important anymore. For example: flying straight for a missile boat at top speed rather than approaching via zigzaging or spiralling.
This is also where I should note that if you where to use a MicroWarpDrive you might go 500% faster, however you will not get any damage mitigation from it, plus your signal radius will be 500% larger. Bottom line: using a MWD = very bad idea with a frigate. It will make you a very big bullseye, on an even bigger target. Interceptors are a different story though.
='''Directional Scan'''=
Directional Scan is a very useful tool, and it is built in to any ship from a pod to a supercarrier, all of them can make use of this tool, but it does have shortcomings. Good news is you can use them to your advantage.
First thing you should know is that D-Scan scans in relation to where you are looking not where your ships is facing. So you can look around while being aligned to something or warping and scan. A good technique is to click on your ship which will make a small white box around your ship. You can use this box to aim through and easier choose something to scan.
Your ship's D-Scan cannot scan any further than about 15 AU, if you open up your D-Scan for the first time it should be set to 1000km, so just jam in a ton of nines, hit scan and it will automatically set to the furthest. You can set the distances to see how far something is from you. A useful technique to narrow down where a target is or to find out if probes are close enough to you to scan you down (generally you need four probes within 2 AU (600 000 000km) to get a lock on a ship).
If you are hunting someone to is better to narrow them down using the degree of scanning first. There is a bar on the D-Scan window that you can set from 5% to 360%.
A few other things to note about D-Scan is that cloaked ships do not show up on any scans, probes cant see cloaked ships either. Also, you can see a ship's name on D-Scan, this is why FC's and SC's always hawk you if you didn't change your name (you don't ever want to give the enemy any more information if you can help it), and don't give them even more info by naming it something that links to either your ship or your fit ex. call your Hurricane "Rock you like a Kiting" or your Blackbird "EEEE SEEE EMMM BABY"
D-Scan will take some practice but once you get the hang of it, it will greatly increase your survivability chances.
='''Subjects I will still be adding in the "near future"'''=
'''Ranges'''
'''Ship Maneuvers'''
'''Safespots'''
'''Manual Piloting'''
'''Pods'''
'''Orbiting, Transversal, Angular Speeds'''

Latest revision as of 17:51, 5 October 2010