Difference between revisions of "Tips For War"
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= Tips to Survive = | = Tips to Survive = | ||
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+ | == The Main Rule of EVE: Don't Fly What You Can't Afford To Lose == | ||
+ | Read the title of this. Read it again. Remember it. This means don't fly your entire wealth in a single ship. It will get blown up. Don't fit large amounts of expensive mods on a cheap hull. Always balance isk/benefit. | ||
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== Smart Pilots take Precautions when Flying... == | == Smart Pilots take Precautions when Flying... == | ||
Revision as of 15:10, 4 April 2013
This page includes tips on how to better survive during wartime in Eve. It is recommended reading for all students.
Tips to Survive
The Main Rule of EVE: Don't Fly What You Can't Afford To Lose
Read the title of this. Read it again. Remember it. This means don't fly your entire wealth in a single ship. It will get blown up. Don't fit large amounts of expensive mods on a cheap hull. Always balance isk/benefit.
Smart Pilots take Precautions when Flying...
...PVE Ships
These are ships that are fit for PVE purpose, such as missions and/or incursions. The nature of these activities mean the ships are typically fit in a way that is suboptimal for PVP.
...Mining Ships
This includes the specialized mining ships, such as:
...Haulers
This is any ship which is designed to move large amounts of cargo around[4], such as:
- Industrials, including the Noctis[5]
- Blockade Runners[6]
- Deep Space Transports[7]
- Freighters[8]
If you need to move items safely during wartime, you should use an 'out-of-corp' Alt Hauler or issue a public courier contract.
Smart Pilots will fit...
...your ship for PvP
This depends greatly on the ship and what you plan to do, but usually means no Mining lasers, cargo expanders or exploration (Codebreaker, Analyser, etc) modules, along with a Buffer tank where appropriate. For relevant fittings, see the forum.[9]
...your guns and launchers efficiently
This means using faction ammo where you can[10]. Remember you don't need to fill your cargo, no matter what the ammo - you need only take one or two reloads on most fleets.
...a Tech 2 tank on BattleCruisers and Battleships
This means your tanking modules are mainly Tech 2, such as Hardeners, Extenders, and so on.[11]
...your ship for its role
This should go without saying, but it means the modules on your ship should not typically cost massively more than the value of the hull. Tackle frigates are fit cheaply and disposably[12], and module cost scales with the cost of the hull[13].
You should always...
...check the Local channel for War-Targets
Check it before you undock, and keep checking it whenever you are in space. Hostiles may appear at any moment.[14]
...dock up if there are War-Targets
If not in a combat fleet[15] and you see a War-Target in space or the local channel, then dock immediately, no waiting.
...avoid Trade Hubs when travelling
You should avoid Trade hubs when travelling[16], and go around them when you can. Remember, you can use Trade skills for station trading remotely without having to be docked in the station.
Dumb pilots who want to die quickly will
...use the Autopilot to fly your ship
Apart from using it to plot a course and highlight gates, it must never be used to actually fly your ship. All manoeuvres[17] must be done manually.[18]
...go AFK in space
Never leave your ship unattended for long periods when in space[19]. Always dock up if you have to leave. If you are a scout or picket and need to take a short break, warp to a safe-spot and cloak up until you get back.
Fleets should...
...be on Mumble with the FC able to talk
Fleets must use the University Mumble server for voice communications, and the Fleet Commander must be able to talk.[20]
...have members that are not impaired
This means in PvP, you should not have additional accounts engaging in other things than the current combat operation. That means, no PvE, Mining, Chatting, Mailing, granting Titles etc. while you are on a combat operation. Using out of corp alts for fleet related tasks is fine.[21]
Activities you can try
During wartime you can...
There are a number of things which you can do during wars apart from hunting War Targets. These are some of them.
...travel around EVE
Travelling is defined as moving with no cargo (opposed to hauling) and should be done in a 'Fast Frigate'[22], Shuttle or Starter Frigate[23]. You should avoid hauling cargo on your Uni character, especially into and out of trade hubs, into and out of Aldrat, and along common trade routes. It is strongly encouraged that you create an OOC (out-of-corp) Alt Hauler. Many a new player's "fortune" of stuff has found itself destoyed or floating in space to be scooped up and sold by the enemy.
...set-up and spar at the E-UNI POS
If we currently have a POS, it is advisable to do activities such as setting up overviews, practicing scanning and sparring[24] should be done at the POS, as it will engage any hostile targets on grid with you[25].
If we do not currently have a POS, it is advisable to do this activities in a deep safe spot in an out of the way system.
...run fleets in LoSec and NullSec
Just because there are no war targets around doesn't mean there is nobody to fight. Take a fleet out to losec or nullsec, and see what you find[26]. Remember to follow the normal E-UNI Rules of Engagement.
...run Wormhole Operations
You may run combat sites in wormholes during wartime[27]. A cloaked scout (either covert ops or picket) should stay at the exit to known-space[28].
If you are using a salvage Destroyer, BattleCruiser or Noctis ', it is safer if they are kept cloaked at a safe spot until time to salvage and then be guarded while salvaging.
...run Incursions
Incursions are allowed, but any fleets should have a few Ivy League members, and anyone outside of the alliance who is providing remote repair, shield transfer or similar should be made aware immediately when joining the fleet.[29]. Joining a 'public' Incursion fleet[30] is prohibited in wartime, as it risks our status with the Incursion fleet organizers, and failure to follow this will likely see you Departed[31].
...run missions
As these tend to involve high-value ships, so you should ensure you are some distance away from HQ in either a quiet (or very busy) system. You may run missions solo, but is strongly advised that you mission in a fleet of at least three students.
...mine, ideally in a group
This is best done with four or more members, with at least one of them in a scout keeping an eye on incoming gates, and/or combat ship as support. Ideally, all mining should be done in an exploration pocket located in a quiet system or wormhole as far away from HQ and known operating areas of any war-targets as possible. Ensure that all fleet members keep a lookout in local for any hostiles, and nobody goes AFK without docking first. Don't forget to use an out of corp hauler to pick up any minerals. Solo mining is strongly discouraged and should only be undertaken if you can manage to mitigate the risks involved and you should definitely avoid popular Uni systems such as Aldrat where you would be easy prey and dangers are difficult to spot.
...station trade
Remember that moving cargo (items not for your current ship) is a bad idea while using an E-UNI character, and the Daytrading, Marketing and Procurement skills allow you to trade remotely. 'Shopping trips' (i.e. hauling items you bought) are still a bad idea, and will probably get you killed if you use an industrial.
...use an out of corp character
You can use an out-of-corp character or alt for Missions, Mining and Hauling alone. Many missions may be accepted on your E-UNI character but performed with an alt.
...leave E-UNI until the war ends
If you want to, you may leave the Uni until the war ends without any penalties. You will retain access to the vast majority of forum content, channels, classes, the Wiki and even Mumble, and will be fast-tracked through recruitment when returning.
References and Notes
For new players, its not immediately obvious why the rules are as they are. Below are answers to some of the more common questions.
- ^ This should go without saying, but they have little to no offensive capability if the target is not an asteroid.
- ^ While they can fit a half-decent PvE tank, they are simply not suited to any PvP.
- ^ Big, slow, expensive and no means of defence? Not a PvP ship!
- ^ In short, if there's something worth moving, its worth money to someone, and is better not put in harms way at all.
- ^ While they can have a decent buffer tank to avoid some suicide ganks, they are slow and do not survive long in PvP.
- ^ These can warp cloaked, are fast and maneuverable, which is nice, but they are expensive and still don't last long, which is not nice.
- ^ These tend to have a half-decent tank, and built-in warp stabilisers, but are very slow, expensive and an easy target.
- ^ This should go without saying, but while freighters have a decent amount of HP, they huge, slow, can be outrun by a capsule and are incredibly expensive if/when they are lost, even without any cargo.
- ^ Hopefully this should be fairly self evident after playing a little EVE, but PvP fits tend to focus on 'buffer' tanks and are significantly different to PvE fits which focus on repairing over time.
- ^ The extra damage is usually worth the money, but if you cant afford it, thats ok.
- ^ There are some exceptions to this where the Meta 4 module has better statistics, and is cheaper or easier to fit, but in all cases you must still have the skills to fit the modules individually.
- ^ Use Meta 0, 1 or 2 modules where you can as they are very cheap.
- ^ The bigger the ship, the less likely it is to die quickly in a fight, therefore it is worth fitting it well.
- ^ The Local channel is the best tool any player has as to what is going on, and during war it should be made as tall as possible so you can see as many people as possible without scrolling.
- ^ Hopefully that should go without saying, but if you are in a combat fleet you should be killing them.
- ^ These are prime hunting grounds for most wartargets, and will often have hostiles or their alts present.
- ^ This includes setting the next system as a waypoint, and enabling autopilot while in warp, as it leaves a crucial few seconds before jumping.
- ^ The Autopilot is dangerous even in peacetime as it drops you around 15km from the gate, meaning that you need to either align and enter warp to escape or burn those 15km to the stargate to jump through. Not to mention that Autopilot promotes being AFK.
- ^ Being AFK, for an extended time, even cloaked at a safe-spot or sitting at the POS, simply isn't worth the risk.
- ^ The few seconds needed to type out or otherwise pass a command are often the difference between a success and the loss of the whole fleet.
- ^ You really don't want to be known as the fleet commander who fell asleep in the middle of a warp.
- ^ These are small, fast and can typically get through a camped gate if you encounter any hostiles. On top of this, they are also cheap, and will not typically make a significant ISK dent on the killboard.
- ^ Travelling in a Capsule, while possible, is generally a bad idea as they are so fragile. If flying a shuttle at least, you can survive at least one volley.
- ^ This does not have to be inside the shield, but for safety reasons you should stay within 50km of the tower where possible.
- ^ It will tend to take a few seconds for the POS to lock and kill a wartarget, so you should still be careful
- ^ This is a good way to practice, and there is usually someone to shoot and practice with, and you may run into wartargets.
- ^ Wormhole combat sites require fits very close to normal PvP, and are a good way to practice fleet command.
- ^ This is simply to watch for any one entering the system, to give you advance warning.
- ^ Anyone assisting will flag themselves to the hostiles, which will allow them to be killed by them.
- ^ This means a fleet run by any open Incursion-running community, such as the "BTL Pub" or "The Ditanian Fleet" channels.
- ^ The membership has worked hard to build trust with these groups, so if you risk this, you will be treated as a hostile target.