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During actual engagements, positioning is key. Always avoid engaging enemies at 0km, and use gate mechanics to your advantage. Hostile fleets will often warp or jump into smaller fleets as they have numerical advantage, but if pilots are already aligned and in comfortable range, a kiting fleet has the advantage. Always keep an eye out for long range webbers and scram/web frigates: these should be destroyed first, or kept at range so the fleet can disengage. | During actual engagements, positioning is key. Always avoid engaging enemies at 0km, and use gate mechanics to your advantage. Hostile fleets will often warp or jump into smaller fleets as they have numerical advantage, but if pilots are already aligned and in comfortable range, a kiting fleet has the advantage. Always keep an eye out for long range webbers and scram/web frigates: these should be destroyed first, or kept at range so the fleet can disengage. | ||
Killing ratters is more appropriate for the skirmishers than for the main fleet; use the NPC delta stats on [[Dotlan]] to plan a route. Once a ratter has been caught, it is just a question of whether the fleet can kill whatever was caught. | Killing [[Ratting|ratters]] is more appropriate for the skirmishers than for the main fleet; use the NPC delta stats on [[Dotlan]] to plan a route. Once a ratter has been caught, it is just a question of whether the fleet can kill whatever was caught. | ||
==Skirmishing== | ==Skirmishing== | ||