Difference between revisions of "Gate camps"
(→Defensive Gatecamp: Edited to highlight key points.) |
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== Offensive Gatecamp == | == Offensive Gatecamp == | ||
* All ships stay within jump range of the gate, ready to pursue an enemy or move on. | * All ships stay within jump range of the gate, ready to pursue an enemy or move on. | ||
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The fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. This type of gatecamp is useful when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe. | The fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. This type of gatecamp is useful when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe. | ||
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Revision as of 21:32, 24 October 2010
Offensive Gatecamp
- All ships stay within jump range of the gate, ready to pursue an enemy or move on.
- Sacrifices depth and effectiveness for high mobility and flexibility.
An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0m and cruiser and smaller craft orbiting the gate between 1000-2000m. This allows the fleet to remain mobile, able to jump through the gate in pursuit of an enemy.
Defensive Gatecamp
- Fleet is spread out around the gate at optimal attack ranges.
- Useful for defensive or ambush purposes.
- Sacrifices mobility for combat effectiveness.
The fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. This type of gatecamp is useful when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe.