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'''Blockade Runners''' are [[ | {{ShipTypes}} | ||
'''Blockade Runners''' are [[Tech and meta levels#Ships|Tech 2]] [[hauling]] ships, specialized for travel through dangerous areas of space. Though they can carry only relatively small amounts of cargo (compared to other hauling ships), they are some of the fastest and most agile ships in EVE, and can fit [[Covert Ops|covert ops cloaking devices]], making them very hard to catch by enemy pilots. | |||
;Cargo | ; Cargo | ||
:Most blockade runners can carry around | : Most blockade runners can carry around 4,000-6,500{{m3}} of cargo (depending on fit), which is slightly less than the fast Tech 1 haulers. Additionally, every blockade runner can be [[#Fitting|fit]] for maximum cargo space, allowing them to carry just over 10,000{{m3}} (so that they can carry a [[packaged]] [[cruiser]]), but at the cost of reduced agility, speed, or both. | ||
:Blockade runners are immune to cargo scanners (so others players cannot tell what you are transporting), but can still be scanned for contraband by NPC customs ships. | : Blockade runners are immune to cargo scanners (so others players cannot tell what you are transporting), but can still be scanned for contraband by NPC customs ships. | ||
;Speed and agility | ; Speed and agility | ||
:Blockade runners are the fastest | : Blockade runners are the fastest dedicated hauling ships by quite a margin, both at sub-light speeds and in warp. In sub-light, they can do at least 200 m/s, and can top 300 m/s when fit for speed (which is comparable to a fast cruiser). In warp, blockade runners are some of the fastest ships in EVE: when fit for speed, they can reach over 9 AU/s, meaning they can easily outrun any ship save for speed-fit [[interceptor]]s and the [[Leopard]]. | ||
:In addition to their speed, blockade runners are also very agile. Even when fit to | : In addition to their speed, blockade runners are also very agile. Even when fit to maximize cargo space, they can align and warp in 5 seconds (assuming the propulsion module is not active); speed-fit blockade runners can align in 4 seconds (or even 3 seconds for some extreme fits, which is as agile as a frigate). Reducing align time is, however, heavily dependent on having good [[#Skills|navigation skills]] or fitting [[implants]]. | ||
;Tank | ; Tank | ||
:Given that blockade runners are designed to fly quickly and stealthily, it's not surprising that their [[tank]]s are relatively weak. They have around 8-15k effective hit points (EHP), which is roughly comparable to the Tech 1 bulk transports. On the upside, their [[signature radius]] is around | : Given that blockade runners are designed to fly quickly and stealthily, it's not surprising that their [[tank]]s are relatively weak. They have around 8-15k effective hit points (EHP), which is roughly comparable to the Tech 1 bulk transports. On the upside, their [[signature radius]] is around 110 m, half of the Tech 1 haulers', which makes them harder to lock on to or hit with weapons. Nonetheless, blockade runners are fragile for their size; most cruisers with a similar signature radius have 4-10x as much EHP. | ||
;Cloak | ; Cloak | ||
:Blockade runners can fit covert ops (CovOps) [[cloaking|cloaking devices]], which means they can warp while cloaked. They can also use [[Jump_Drives_and_Cynosural_Fields#Covert_Cynosural_Fields|covert jump bridges]] (created by [[Black Ops]] battleships). | : Blockade runners can fit covert ops (CovOps) [[cloaking|cloaking devices]], which means they can warp while cloaked. They can also use [[Jump_Drives_and_Cynosural_Fields#Covert_Cynosural_Fields|covert jump bridges]] (created by [[Black Ops]] battleships). | ||
== Ship comparison == | == Ship comparison == | ||
There are | There are five blockade runner ships, one from each race, plus one from [[ORE]](Upwell). The empire faction ships have two high slots, the ORE one has four. Haulers have a total of six medium (M) and low (L) slots (the Crane and Deluge have 4M/2L, the Viator and Prowler have 3M/3L, and the Prorator has 2M/4L), and two medium rig slots. They are rather expensive ships, costing around 100M ISK (not including fittings). | ||
{| class="wikitable" style=" | {| class="wikitable" style="border: 1px solid #333333;" | ||
|- | |- style="background: var(--background-color-warning-subtle); | ||
! Race | |||
! | ! Ship | ||
! | ! Description | ||
|- | |- | ||
| | | style="padding: 0;" | [[image:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]] | ||
| | | style="padding: 0;" | [[image:Prorator.jpg|64px|link= Prorator]] | ||
| style="vertical-align:top" | | | style="vertical-align: top;" | The '''[[Prorator]]''' is the most flexible of the blockade runners. While it has the lowest base cargo capacity, its four low slots means it can be easily customized between speed and cargo capacity, but its overall stats are somewhat average. | ||
|- | |- | ||
| | | style="padding: 0;" | [[image:Logo_faction_caldari_state.png|64px|link=|Caldari State]] | ||
| | | style="padding: 0;" | [[image:Crane.jpg|64px|link= Crane]] | ||
| style="vertical-align:top" | The '''[[Crane]]''' is the toughest of the blockade runners, with over 15k EHP (about 50% more than the other ships). While it has the highest base cargo capacity, there is not much room for | | style="vertical-align: top;" | The '''[[Crane]]''' is the toughest of the blockade runners, with over 15k EHP (about 50% more than the other ships). While it has the highest base cargo capacity, there is not much room for customization as it only has two low slots, and its align time tends to be higher than the other ships'. | ||
|- | |- | ||
| | | style="padding: 0;" | [[image:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]] | ||
| | | style="padding: 0;" | [[image:Viator.jpg|64px|link= Viator]] | ||
| style="vertical-align:top" | | | style="vertical-align: top;" | The '''[[Viator]]''' is a middle-of-the-road ship, with average tank and speed, and an above-average cargo capacity. However, its signature radius is the highest of the blockade runners, about 15% larger than the Prowler's. | ||
|- | |- | ||
| | | style="padding: 0;" | [[image:Logo_faction_minmatar_republic.png|64px|link=|Minmatar Republic]] | ||
| | | style="padding: 0;" | [[image:Prowler.jpg|64px|link= Prowler]] | ||
| style="vertical-align:top" | The '''[[Prowler]]''' is the fastest blockade runner at sub-light speeds, reaching 350 m/s with good skills (about 40% faster than the other ships). It also has the smallest signature radius, but its cargo capacity tends to be a bit below average. | | style="vertical-align: top;" | The '''[[Prowler]]''' is the fastest blockade runner at sub-light speeds, reaching 350 m/s with good skills (about 40% faster than the other ships). It also has the smallest signature radius, but its cargo capacity tends to be a bit below average. | ||
|- | |||
| style="padding: 0;" | [[image:Upwell_Consortium_logo.png|64px|link=|Minmatar Republic]] | |||
| style="padding: 0;" | [[image:Deluge.jpg|64px|link= Deluge]] | |||
| style="vertical-align: top;" | The '''[[Deluge]]''' is the only blockade runner that has a secondary cargo bay. It can store an amazing 30,000{{m3}} of cargo in its [[infrastructure hold]] as long as they have an item type that is allowed to go in there. | |||
|} | |} | ||
{{expansion past|The blockade runners were rebalanced in the [[Kronos ( | {{expansion past | ||
|The blockade runners were rebalanced in the [[Kronos (expansion)|Kronos expansion]]. Before then, only the Prowler had two high slots (the other ships only had one), making it the preferred ship for flying in wormhole space. Additionally, only the Viator and the Prorator could be easily fit to carry 10,000{{m3}} (i.e. a packaged cruiser) of cargo. | |||
}} | |||
== Skills == | == Skills == | ||
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In order to fly a blockade runner you need: | In order to fly a blockade runner you need: | ||
* | * <Racial> Hauler V (e.g. {{sk|Amarr Hauler|V|mult=yes}} to fly the Prorator) | ||
* {{sk|Transport Ships|I|mult=yes}} (which also needs {{sk|Industry|V|mult=yes}}) | * {{sk|Transport Ships|I|mult=yes}} (which also needs {{sk|Industry|V|mult=yes}}) | ||
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* {{sk|Tactical Shield Manipulation|IV|mult=yes}} to fit Tech 2 shield hardener modules (Tech 1 modules only need level I). | * {{sk|Tactical Shield Manipulation|IV|mult=yes}} to fit Tech 2 shield hardener modules (Tech 1 modules only need level I). | ||
* {{sk|Shield Upgrades|IV|mult=yes}} to fit Tech 2 shield resistance amplifiers (Tech 1 modules only need level I). | * {{sk|Shield Upgrades|IV|mult=yes}} to fit Tech 2 shield resistance amplifiers (Tech 1 modules only need level I). | ||
* {{sk|Warp Drive Operation|I|mult=yes}} to fit Hyperspatial Accelerator and Warp Core Stabilizer modules. | * {{sk|Warp Drive Operation|I|mult=yes}} to fit Hyperspatial Accelerator and Warp Core Stabilizer modules. Level IV to be able to fit an [[Interdiction Nullifier]]. | ||
* {{sk|Electronic Warfare|IV|mult=yes}} to fit a ECM Burst II module (the Tech 1 module only needs level I). | * {{sk|Electronic Warfare|IV|mult=yes}} to fit a ECM Burst II module (the Tech 1 module only needs level I). | ||
== Fitting == | == Fitting == | ||
Fitting a blockade runner usually involves trading off align time against cargo space or warp speed. Tank is not usually a primary concern, as blockade runners are designed to fly through space without ever being locked by an enemy ship. Sublight speed is a nice bonus (particularly as it helps to escape from bubbles with the help of a microwarp drive), but is again not vital. | Fitting a blockade runner usually involves trading off align time against cargo space or warp speed. Tank is not usually a primary concern, as blockade runners are designed to fly through space without ever being locked by an enemy ship. Sublight speed is a nice bonus (particularly as it helps to escape from bubbles with the help of a microwarp drive), but is again not vital. | ||
A low align time is vital for safely flying a blockade runner, as it reduces the time that you are vulnerable at a gate or wormhole before entering warp. Keep in mind that, because the EVE universe operates in "server ticks" of one second, align times are rounded '''up''' to the nearest second. Therefore, if your align time (which you can determine through an external fitting tool such as [[ | A low align time is vital for safely flying a blockade runner, as it reduces the time that you are vulnerable at a gate or wormhole before entering warp. Keep in mind that, because the EVE universe operates in "server ticks" of one second, align times are rounded '''up''' to the nearest second. Therefore, if your align time (which you can determine through an external fitting tool such as [[PYFA]]) is 3.1 seconds, you will actually align in 4 seconds. | ||
=== High slots === | === High slots === | ||
Every blockade runner should fit a '''{{co|wheat|Covert Ops Cloaking Device II}}''' (as there is little point in flying a blockade runner without one). In the second | Every blockade runner should fit a '''{{co|wheat|Covert Ops Cloaking Device II}}''' (as there is little point in flying a blockade runner without one). In the second slot, for maximum safety in null, many haulers will choose to fit an '''[[interdiction nullifier]]'''. This allows for maximum possibility of escape when the hauler finds themselves inside a bubble immediately after jumping through a gate. An alternative to the interdiction nullifier is a '''{{co|wheat|Core Probe Launcher}}''' to find wormholes to use as shortcuts (if you are planning on taking your blockade runner into [[wormhole space]], then the probe launcher is mandatory!). | ||
=== Mid slots === | === Mid slots === | ||
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=== Low and rig slots === | === Low and rig slots === | ||
A '''{{co|wheat|warp core stabilizer I}}''' can be used to protect against the rare occasion that you cannot immediately recloak upon breaking initial gate cloak (this can happen when another ship is within 2500m of you when you break gate cloak) Otherwise, what you fit in your low and rig slots will depend on how you want to use your blockade runner, as explained below. | |||
==== Carrying cruisers ==== | ==== Carrying cruisers ==== | ||
Every blockade runner is capable of carrying a packaged cruiser (10,000 | Every blockade runner is capable of carrying a packaged cruiser (10,000{{m3}}), which can be useful for moving expensive ships through dangerous space (e.g to bring a Tech 2 cruiser into nullsec to use it for [[ratting]]). In order to do this, you must fit: | ||
* '''{{co|wheat|Expanded Cargohold II}}''' modules in ''every'' low slot | * '''{{co|wheat|Expanded Cargohold II}}''' modules in ''every'' low slot and | ||
* One '''{{co|wheat|Medium Cargohold Optimization I}}''' rig. | * One '''{{co|wheat|Medium Cargohold Optimization I}}''' rig. | ||
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* Otherwise, your best choice is probably a '''{{co|wheat|Hyperspatial Velocity Optimizer}}''' rig (for increased warp speed) or an '''{{co|wheat|Auxiliary Thrusters}}''' rig (for increased sub-light speed). | * Otherwise, your best choice is probably a '''{{co|wheat|Hyperspatial Velocity Optimizer}}''' rig (for increased warp speed) or an '''{{co|wheat|Auxiliary Thrusters}}''' rig (for increased sub-light speed). | ||
Using an external fitting tool such as [[ | Using an external fitting tool such as [[PYFA]] can be very helpful here. Even with maximum skills, you cannot get any of the blockade runners to carry a cruiser ''and'' align faster than 5 seconds, unless you use [[#Implants|implants]]. | ||
==== Low- and nullsec hauling ==== | ==== Low- and nullsec hauling ==== | ||
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With very good skills ({{sk|Spaceship Command|V}} and {{sk|Evasive Maneuvering|V}}), the Prorator, Viator, and Prowler can be fit to align in 3 seconds (with the Crane this is not possible, it can align in 4 seconds at best). To achieve this: | With very good skills ({{sk|Spaceship Command|V}} and {{sk|Evasive Maneuvering|V}}), the Prorator, Viator, and Prowler can be fit to align in 3 seconds (with the Crane this is not possible, it can align in 4 seconds at best). To achieve this: | ||
* Fit three '''{{co|wheat| | * Fit three '''{{co|wheat|Inertial Stabilizer II}}''' modules. | ||
* If necessary, fit a '''{{co|wheat|Low Friction Nozzle Joints}}''' or '''{{co|wheat|Polycarbon Engine Housing}}''' rig, until your align time is at 3.0 seconds or below. | * If necessary, fit a '''{{co|wheat|Low Friction Nozzle Joints}}''' or '''{{co|wheat|Polycarbon Engine Housing}}''' rig, until your align time is at 3.0 seconds or below. | ||
You can then use the remaining rig and low slot(s) to fit, depending on your needs: | You can then use the remaining rig and low slot(s) to fit, depending on your needs: | ||
* An '''{{co|wheat|Auxiliary Thrusters}}''' rig, for increased sub-light speed | * An '''{{co|wheat|Auxiliary Thrusters}}''' rig, for increased sub-light speed | ||
* A '''{{co|wheat|Hyperspatial Velocity Optimizer}}''' rig, for increased warp speed | * A '''{{co|wheat|Hyperspatial Velocity Optimizer}}''' rig, for increased warp speed | ||
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* A '''{{co|wheat|Warp Core Stabilizer}}''' module, for a modicum of protection against being tackled | * A '''{{co|wheat|Warp Core Stabilizer}}''' module, for a modicum of protection against being tackled | ||
The | The Inertial Stabilizer module gives a considerable boost to your agility (lowering your align time), but it also increases your signature radius, making it easier for hostile ships to lock on to you. However, even if you fit three Inertial Stabilizer modules, your enemies' [[Targeting|locking time]] will only decrease by 0.1-0.3 seconds, which in most cases will not make a big difference. Nonetheless, if you can replace an Inertial Stabilizer with a '''{{co|wheat|Nanofiber Internal Structure}}''' without affecting your align time, then do so (as the Nanofiber Internal Structure doesn't increase your signature radius, and gives a boost to your sub-light speed to boot). | ||
'''{{co|wheat|Hyperspatial Accelerator}}''' modules are rarely worth it for blockade runners, as they only increase your warp speed by 0.2-0.3 AU/s (depending on the module), which will not shave much travel time off if your ship is already capable of flying at 9 AU/s. | '''{{co|wheat|Hyperspatial Accelerator}}''' modules are rarely worth it for blockade runners, as they only increase your warp speed by 0.2-0.3 AU/s (depending on the module), which will not shave much travel time off if your ship is already capable of flying at 9 AU/s. | ||
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=== Module reference === | === Module reference === | ||
{{see also|Fitting Modules and Rigs Guide}} | {{see also|Fitting Modules and Rigs Guide}} | ||
====Mid slots==== | ==== Mid slots ==== | ||
*'''{{co|wheat|Shield Hardeners}}''': Active module, +50% shield resistance (+55% for the Tech 2 module) to one damage type | *'''{{co|wheat|Shield Hardeners}}''': Active module, +50% shield resistance (+55% for the Tech 2 module) to one damage type | ||
*'''{{co|wheat| | *'''{{co|wheat|Multispectrum Shield Hardener}}''': Active module, +25% shield resistance (+30% for the Tech 2 module) to all damage types | ||
*'''{{co|wheat|Shield Resistance Amplifiers}}''': Passive module, +32.5% resistance (+37.5% for the Tech 2 module) to one damage type, can be improved with skills | *'''{{co|wheat|Shield Resistance Amplifiers}}''': Passive module, +32.5% resistance (+37.5% for the Tech 2 module) to one damage type, can be improved with skills | ||
*'''{{co|wheat|ECM Burst}}''': Chance to jam any targets within 5km with jamming strength 6 (6km strength 7.2 for the Tech 2 module) | *'''{{co|wheat|ECM Burst}}''': Chance to jam any targets within 5km with jamming strength 6 (6km strength 7.2 for the Tech 2 module) | ||
====Low slots ==== | ==== Low slots ==== | ||
*'''{{co|wheat|Nanofiber Internal Structure}}''': +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for the Tech 2 module) | *'''{{co|wheat|Nanofiber Internal Structure}}''': +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for the Tech 2 module) | ||
*'''{{co|wheat| | *'''{{co|wheat|Inertial Stabilizers}}''': -16.7% inertia, +10% signature radius (-20%, +11% for the Tech 2 module) | ||
*'''{{co|wheat|Hyperspatial Accelerator}}''': +0.2-+0.3 AU/s warp speed | *'''{{co|wheat|Hyperspatial Accelerator}}''': +0.2-+0.3 AU/s warp speed | ||
*'''{{co|wheat|Expanded Cargohold}}''': +17.5% cargo, -25% structure, -15% max velocity (+27.5%, -20%, -10% for the Tech 2 module) | *'''{{co|wheat|Expanded Cargohold}}''': +17.5% cargo, -25% structure, -15% max velocity (+27.5%, -20%, -10% for the Tech 2 module) | ||
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== Flying == <!-- check that I don't repeat too much info from the related pages --> | == Flying == <!-- check that I don't repeat too much info from the related pages --> | ||
=== High-sec === | === High-sec === | ||
When flying through [[high-sec]], it's very difficult to destroy your ship, as your quick align time gives potential [[Suicide | When flying through [[high-sec]], it's very difficult to destroy your ship, as your quick align time gives potential [[Suicide ganking|suicide gankers]] very little time to lock on to you and do enough damage to destroy your ship. This presumes, of course, that you don't use the autopilot to fly your ship (as it lands you 10km away from stargates). Nonetheless, it's a good idea to cloak while warping to make your ship even more stealthy. Keep in mind that blockade runners are immune to cargo scans (so there is no way for others to tell what you are hauling) - this can be both a blessing and a curse, as even though suicide gankers don't know for sure that you're carrying something valuable, they may assume that since you're flying an unscannable ship you've obviously got ''something'' to hide, and will attack you anyway. | ||
=== Low-sec === | === Low-sec === | ||
{{see also|Safety Tips for Operating in Low Sec}} | {{see also|Safety Tips for Operating in Low Sec}} | ||
Similar rules apply to [[low-sec]], except that you can expect more frequent [[gatecamps]], especially at choke points or the entrances to low-sec space from high-sec. You are most vulnerable just after jumping through a stargate, but keep in mind that unless you start moving your ship or activate any modules, you are [[Timers#Gate_Cloak_Timer|invulnerable for 60 seconds]]. Take this time to assess the situation after jumping through a gate, paying particular attention to any ships or structures within 2000m of you (which will prevent you from [[cloaking]]) or close to the flight path towards your destination. Also check for any | Similar rules apply to [[low-sec]], except that you can expect more frequent [[gatecamps]], especially at choke points or the entrances to low-sec space from high-sec. You are most vulnerable just after jumping through a stargate, but keep in mind that unless you start moving your ship or activate any modules, you are [[Timers#Gate_Cloak_Timer|invulnerable for 60 seconds]]. Take this time to assess the situation after jumping through a gate, paying particular attention to any ships or structures within 2000m of you (which will prevent you from [[cloaking]]) or close to the flight path towards your destination. Also check for any [[Interceptor]]s, as they can target you very quickly. | ||
<!-- some pictures would be good here? --> | <!-- some pictures would be good here? --> | ||
If the path is clear, you can give the "Warp To" (or "Jump") command, and immediately activate your cloak. This gives hostile ships next to no time to lock on to you and activate their [[ | If the path is clear, you can give the "Warp To" (or "Jump") command, and immediately activate your cloak. This gives hostile ships next to no time to lock on to you and activate their [[Warp disruption|warp disruptor modules ("point")]], so you should be reasonably safe. You will accelerate under cloak and warp off to your destination. | ||
If, on the other hand, your path is blocked, if you try to cloak and warp, you will be decloaked when you pass near to another ship or structure. Once you are decloaked, any hostile ships will have a few seconds to lock on to you and [[point]] you, preventing you from warping off. You can choose to take the risk (depending on how quickly your ship aligns, the time window may be very short), or you can first warp to another celestial/bookmark to which the path is clear. Again, follow the same procedure as above (give the warp command, then immediately cloak); then, once you have arrived, warp to your destination. Since your blockade runner is very fast, it's very unlikely that the hostile ships will be able to catch up to you. | If, on the other hand, your path is blocked, if you try to cloak and warp, you will be decloaked when you pass near to another ship or structure. Once you are decloaked, any hostile ships will have a few seconds to lock on to you and [[Tackling Guide|point]] you, preventing you from warping off. You can choose to take the risk (depending on how quickly your ship aligns, the time window may be very short), or you can first warp to another celestial/bookmark to which the path is clear. Again, follow the same procedure as above (give the warp command, then immediately cloak); then, once you have arrived, warp to your destination. Since your blockade runner is very fast, it's very unlikely that the hostile ships will be able to catch up to you. | ||
In general, it's very difficult to catch a properly flown blockade runner in low-sec, so if you pay attention you should be reasonably safe. | In general, it's very difficult to catch a properly flown blockade runner in low-sec, so if you pay attention you should be reasonably safe. | ||
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=== Null-sec and wormholes === | === Null-sec and wormholes === | ||
{{see also|Surviving Nullsec}} | {{see also|Surviving Nullsec}} | ||
The biggest danger to blockade runners are [[bubble|warp disruption bubbles]], which are a reasonably common sight in null-sec. These are often set up around stargates or along common flight routes ( | The biggest danger to blockade runners are [[bubble|warp disruption bubbles]], which are a reasonably common sight in null-sec. These are often set up around stargates or along common flight routes (e.g. between two stargates), and will prevent you from warping as long as you are inside one of them. Therefore, it's generally advised to never warp directly from stargate to stargate, but instead warp to a random celestial (planet/moon/bookmark) first. | ||
As with low-sec, take advantage of the 60 seconds of invulnerability after jumping through a stargate to check your surroundings. Keep a particular eye out for [[Interdictor]]s and [[Cruiser#Heavy_Interdiction_Cruisers|Heavy Interdiction Cruisers]], as these ships can generate bubbles the moment they see you uncloak. | As with low-sec, take advantage of the 60 seconds of invulnerability after jumping through a stargate to check your surroundings. Keep a particular eye out for [[Interdictor]]s and [[Cruiser#Heavy_Interdiction_Cruisers|Heavy Interdiction Cruisers]], as these ships can generate bubbles the moment they see you uncloak. | ||
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* Try to fly out of the bubble while cloaked ("burn out of the bubble"). This technique only works if no ships get within 2000m of you (as this deactivates your cloak), so you have to pick your flight path carefully: choose (if possible) a path far away from enemy ships (or other object, including [[jetcan]]s), yet with a relatively short distance to the bubble's edge. [[Manual_Piloting|Double-click in space]] (which orders your ship to fly in that direction), immediately activate the cloak, then the MWD ([[Keyboard controls|keyboard shortcuts]] are very helpful here!). Once you are out of the bubble, find a celestial to warp to (making sure that your warp path doesn't take you back into the bubble), and give the "Warp To" command. | * Try to fly out of the bubble while cloaked ("burn out of the bubble"). This technique only works if no ships get within 2000m of you (as this deactivates your cloak), so you have to pick your flight path carefully: choose (if possible) a path far away from enemy ships (or other object, including [[jetcan]]s), yet with a relatively short distance to the bubble's edge. [[Manual_Piloting|Double-click in space]] (which orders your ship to fly in that direction), immediately activate the cloak, then the MWD ([[Keyboard controls|keyboard shortcuts]] are very helpful here!). Once you are out of the bubble, find a celestial to warp to (making sure that your warp path doesn't take you back into the bubble), and give the "Warp To" command. | ||
Bubbles can also catch you while you are warping to a stargate. The best way to avoid them is to never warp directly from gate to gate (most bubbles are set up along that flight path). For an extra layer of security, set up [[ | Bubbles can also catch you while you are warping to a stargate. The best way to avoid them is to never warp directly from gate to gate (most bubbles are set up along that flight path). For an extra layer of security, set up [[Bookmark#Tactical|gate observation bookmarks]] in systems you frequently fly through, and fly to them first to observe any activity around the stargate (locations of bubbles, ships, etc). If the path to the gate is clear, you can then jump through the gate and into the next system. | ||
== History == | |||
Blockade Runners gained the ability to fit interdiction nullifiers since their introduction on 2021-05-18.<ref>[https://www.eveonline.com/news/view/patch-notes-version-19-04#2021-05-18.1 Patch notes] and [https://www.eveonline.com/news/view/nullification-and-warp-module-update-live-now news post] for the changes to nullification and warp core stabilizers.</ref> | |||
== References == | |||
{{reflist}} | |||
[[Category: | [[Category: Ships]] | ||