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Tips and Tricks: Difference between revisions

From EVE University Wiki
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* Aligning: you must be moving in the direction ordered by your FC and moving at at least 75% of your top speed to be aligned properly.
* Aligning: you must be moving in the direction ordered by your FC and moving at at least 75% of your top speed to be aligned properly.
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers, specifically fitted for fast locking. These can be at 0m with 0m/s and MWDs on. Large ships sit still.
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on. Large ships sit still.
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers, specifically fitted for fast locking. These can be at 0m with 0m/s and MWDs on and drones (if deployed) assigned to them. You are all ready to defend your current system from ships jumping in through that gate.
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on and drones (if deployed) assigned to them. You are all ready to defend your current system from ships jumping in through that gate.


== Words of Wisdom ==
== Words of Wisdom ==