Difference between revisions of "Kiting in Sovereign Nullsec"

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{{Cleanup|Needs to be revised to a more neutral style/tone.}}
 
{{Update|Some of the information in this article is out-of-date.}}
 
 
This article serves as a basic introduction to kiting with small cruiser-size fleets while travelling through [[Sovereignty|sovereign nullsec]]. In particular, this article addresses fleets formed with the intent of catching ratters, and provides guidance on kiting (and escaping from) response fleets using high mobility.  
 
This article serves as a basic introduction to kiting with small cruiser-size fleets while travelling through [[Sovereignty|sovereign nullsec]]. In particular, this article addresses fleets formed with the intent of catching ratters, and provides guidance on kiting (and escaping from) response fleets using high mobility.  
  
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==Mindset and Piloting==
 
==Mindset and Piloting==
  
Unlike your usual uni fleet, in sov null we are not the biggest fish in the pond - nullbears don't like to be disturbed, so if they form up a fleet to hunt us, it will be too big and mean to take on in a brawl, and anything too slow will die. Kiting however enables us to pick our targets and destroy what we can, while avoiding what we can't take on - in both senses, on grid with a hostile fleet and moving around in space.  
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In sovereign nullsec, small kiting fleets can be at a distinct disadvantage, especially if those fleets originated outside of sovereign space. Nullsec entities, even those that control large areas of space, are generally able to field large, powerful fleets on very short notice. These fleets will almost always win in a brawl, so kiting allows smaller fleets to pick their targets and destroy what they can, while avoiding what would otherwise destroy them.
  
So keeping this in mind - during an engagement, don't get scrammed. Every pilot has to manage his range individually, depending on position and ship speed. Even without much experience FCing, it is not hard to tell at what point numbers get overwhelming or key ships like rapiers and lokis show up, so at that point nobody should be surprised if the FC calls for people to gtfo. Being able to make these calls is a matter of experience and practice, most important is the mindset of "flying on your own" - the FC calls primaries and decides when to run, but won't babysit you. The same applies for travelling/hunting, you should have dotlan open and keep track of your route and position, not expect to have alignments called or being warped. Fly and think on your own, it will improve your performance in any fleet.
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During an engagement, avoiding warp disruption is each pilot's top priority. Every pilot is responsible for managing their own range individually, depending on position and ship speed. Even for pilots with little fleet experience, it is usually obvious when an enemy force is too large for the friendly fleet to handle. For slightly more experienced pilots, certain ship types (such as [[Loki]]s or [[Rapier]]s) will signal that the tide of battle may quickly turn in favor of the enemy fleet.
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Because of this, fleet members should be prepared to receive commands to disengage at any time. Being able to make these calls is a matter of experience and practice on the part of the fleet commander, but what is most important for fleet members is the mindset of "flying on your own".  even in small fleets, there is too much happening for fleet commanders to micromanage individual fleet members - members must listen to primary targets or orders to retreat, but are otherwise responsible for being an effective fleet member.
  
 
==Ships and Fitting==
 
==Ships and Fitting==
Generally, you want to go 1.7km/s or above, and be able to apply good dps out to OH point range, so about 28 km. Some tank is useful, but don't sacrifice too much speed or range for it, oftentimes you mostly need your tank when you already screwed up and got scrammed, and then you will probably die anyways.
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In general, ships in kiting fleets should be capable of traveling at 1.7km/s or above, and be able to apply good dps out to overheated point range, (~28 km). Some tank is useful, but ship should not sacrifice too much speed or range for it. Oftentimes, tank only becomes relevant once a ship has been tackled, and at that point it will most likely be destroyed regardless.
 
 
Please find some proposed fittings in the [[Kiting in (sov)null/fittings]]-subpage to this article.
 
  
==FCing==
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==Fleet Command==
  
The mindset/piloting advice above of course also applies to FCs - aligning and warping a fleet around makes you slow and your pilots lazy. Staying in one place will give hostiles time to form up a counter or prepare a trap, if you don't achieve anything within a minute, move on.
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In kiting fleets, maintaining fleet speed is paramount, both when warping between locations as well as on-grid. Giving all necessary commands to align and warp a fleet around will slow the fleet down considerably. Staying in one place gives hostiles time to form up a counter or prepare a trap. If the fleet doesn't achieve anything within a minute, move on.
  
Leave your skirmishers to do their thing, don't try to micromanage them - just keep them updated how far the main fleet is out, and discuss interesting destinations with them.
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Leave skirmishers to their responsibilities - don't try to micromanage them. Keep them updated with the distance to the main fleet, and discuss interesting destinations with them.
  
Your fleet is incredibly agile, if your opponent doesn't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scram range, slaughter frigates and run if it gets too hot.  Even if you get caught badly, you often will manage to keep a good part of your fleet alive if the pilots are on their toes.  
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Kiting fleets' strength is in their speed and agility. If hostile fleets don't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scram range, slaughter frigates and run if it gets too hot.  Even when caught in a bad spot, kiting fleets are capable of keeping sizeable portion alive if pilots are on their toes.  
  
For the actual engagement, positioning is key - you never want to face an enemy at 0, so use gate mechanics to your advantage. People will often jump into you as they have numerical advantage, but if your pilots are already aligned and in comfortable range, you have the advantage. Always keep an eye out for long range webbers and scram/web frigates, you want to get rid of them fast or run away before they catch you.
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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.
  
Killing ratters is more work for the skirmishers than for you, use the npc delta display on dotlan to plan your route, then it is just a question of deciding if you can kill whatever you caught (mostly a problem in very small fleets).
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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==
  
Catching ratters in null is a source of delicious and shiny killmails and sweet bear tears, but it is almost impossible to catch a ratter that pays attention and doesn't make a mistake. However, there is a lot of careless carebears out there, and if you know your business, you don't leave them much time to react. There is still luck involved, but there are plenty of targets out there.
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Catching ratters in null can be an excellent source of fun and killmails, but it is almost impossible to catch a ratter that is paying attention and doesn't make mistakes. However, not all nullsec ratters are careful, and when flying effectively, kiting fleets leave them little time to react. There is always luck involved, but there are also plenty of targets to be found. As mentioned above,
Use the npc delta display on dotlan to find the interesting ratting systems.
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use the NPC delta stats on Dotlan to find the interesting and active ratting systems.
  
 
=== Intel channels ===
 
=== Intel channels ===
Be aware that Sovnull folks have intel channels where they announce every non-blue they spot. As soon as you encounter someone in local, consider your element of surprise gone, and ratters in the area will be extra careful. It is tricky to not get spotted if you travel a long distance, but if you are operating out of a wormhole, it is quite possible to jump into a ratting system without being seen before.
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Groups living in sovereign nullsec have intel channels where they announce every non-blue they spot. As soon as a skirmisher encounters another pilot in local, the fleet's element of surprise should be considered lost, and ratters in the area will be extra careful. It is tricky to not get spotted when travelling long distances, but small fleets can also operate out of a wormhole. With this method, it is possible to jump into a ratting system without being seen in an adjacent system.
  
 
=== Movement ===
 
=== Movement ===
Use dotlan, keep an eye on the distance of your main fleet, but move around on your own. Keep in mind that while you are immune to bubbles, your fleet needs to burn through them, so calculate the extra time in. If there is a combat fleet about, an experienced skirmisher can make the call whether it is engageable or not on his own and act accordingly.
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Using Dotlan, skirmishers should keep an eye on the distance of the main fleet, but move about on their own. Keep in mind that while you are immune to bubbles, your fleet needs to burn through them, so calculate the extra time in. If there is a combat fleet about, an experienced skirmisher can make the call whether it is engageable or not on his own and act accordingly.
  
 
=== Sites ===
 
=== Sites ===
As soon as you jump into a system, all the ratters will POS up. Speed is crucial here, so you need to be quick to d-scan around for ships and wrecks, and check what sites the ships will probably be in - this is a matter of practice, and every second counts. Sometimes you just have to make an educated guess, but that is fine - if you are unlucky, move on. The most popular sites are currently:
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As soon as a skirmisher or other fleet member jumps into a system, ratters will usually dock up or retreat to a [[POS]]. Speed is crucial here, so skirmishers will need to be quick to d-scan around for ships and wrecks, and check what sites ratters will most likely be in - this is a matter of practice, and every second counts. Sometimes skirmishers just have to make an educated guess - if they are unlucky, simply move on.
 
 
*Haven
 
*Sanctum
 
*Forsaken Hub
 
 
 
Keep in mind that this might change, if you are new to this kind of skirmishing, ask more experienced pilots if this list is still correct.
 
  
It is helpful to dscan with the system map up and anomalies showing as this allows you to directly scan the anomalies. Alternatively you have the "Sensor Overlay" active, which shows anomalies in space.
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It is helpful to d-scan with the system map up and anomalies showing as this allows skirmishers to directly scan the anomalies. Alternatively, have the "Sensor Overlay" active, which shows anomalies in space.
  
 
=== Ice belts ===
 
=== Ice belts ===
In systems with ice belts dont bother wasting any time with checking dscan at all. Just push your luck, refresh the display of the anomalies in system and warp to the belt. Some systems have more than one ice belt. If having more than one skirmishing tackler it is advantageous to communicate who goes to which belt.
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In systems with ice belts, don't bother waste time with checking d-scan at all. Refresh the display of the anomalies in system and immediately warp to the belt. Some systems have more than one ice belt. In fleets with more than one skirmishing tackler, it is advantageous to communicate who goes to which belt.
  
Promising systems with active ice mining show up in dotlan as moderate npc delta numbers.
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Promising systems with active ice mining show up in Dotlan as moderate NPC delta numbers.
  
[[Category:PvP]][[Category:Fleets]]
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[[Category:PvP]]
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[[Category:Fleets]]

Latest revision as of 17:07, 13 March 2024

This article serves as a basic introduction to kiting with small cruiser-size fleets while travelling through sovereign nullsec. In particular, this article addresses fleets formed with the intent of catching ratters, and provides guidance on kiting (and escaping from) response fleets using high mobility.

Small kiting gangs are characterized by fast-paced, agile, hit-and-run tactics aimed at engaging superior forces, in contrast to the jumping and baiting tactics utilized by slower, larger fleets. Kiting gangs require active decision-making from each individual pilot, and can thus be more skill-intensive than other fleet types.

Mindset and Piloting

In sovereign nullsec, small kiting fleets can be at a distinct disadvantage, especially if those fleets originated outside of sovereign space. Nullsec entities, even those that control large areas of space, are generally able to field large, powerful fleets on very short notice. These fleets will almost always win in a brawl, so kiting allows smaller fleets to pick their targets and destroy what they can, while avoiding what would otherwise destroy them.

During an engagement, avoiding warp disruption is each pilot's top priority. Every pilot is responsible for managing their own range individually, depending on position and ship speed. Even for pilots with little fleet experience, it is usually obvious when an enemy force is too large for the friendly fleet to handle. For slightly more experienced pilots, certain ship types (such as Lokis or Rapiers) will signal that the tide of battle may quickly turn in favor of the enemy fleet.

Because of this, fleet members should be prepared to receive commands to disengage at any time. Being able to make these calls is a matter of experience and practice on the part of the fleet commander, but what is most important for fleet members is the mindset of "flying on your own". even in small fleets, there is too much happening for fleet commanders to micromanage individual fleet members - members must listen to primary targets or orders to retreat, but are otherwise responsible for being an effective fleet member.

Ships and Fitting

In general, ships in kiting fleets should be capable of traveling at 1.7km/s or above, and be able to apply good dps out to overheated point range, (~28 km). Some tank is useful, but ship should not sacrifice too much speed or range for it. Oftentimes, tank only becomes relevant once a ship has been tackled, and at that point it will most likely be destroyed regardless.

Fleet Command

In kiting fleets, maintaining fleet speed is paramount, both when warping between locations as well as on-grid. Giving all necessary commands to align and warp a fleet around will slow the fleet down considerably. Staying in one place gives hostiles time to form up a counter or prepare a trap. If the fleet doesn't achieve anything within a minute, move on.

Leave skirmishers to their responsibilities - don't try to micromanage them. Keep them updated with the distance to the main fleet, and discuss interesting destinations with them.

Kiting fleets' strength is in their speed and agility. If hostile fleets don't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scram range, slaughter frigates and run if it gets too hot. Even when caught in a bad spot, kiting fleets are capable of keeping sizeable portion alive if pilots are on their toes.

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.

Skirmishing

Catching ratters in null can be an excellent source of fun and killmails, but it is almost impossible to catch a ratter that is paying attention and doesn't make mistakes. However, not all nullsec ratters are careful, and when flying effectively, kiting fleets leave them little time to react. There is always luck involved, but there are also plenty of targets to be found. As mentioned above, use the NPC delta stats on Dotlan to find the interesting and active ratting systems.

Intel channels

Groups living in sovereign nullsec have intel channels where they announce every non-blue they spot. As soon as a skirmisher encounters another pilot in local, the fleet's element of surprise should be considered lost, and ratters in the area will be extra careful. It is tricky to not get spotted when travelling long distances, but small fleets can also operate out of a wormhole. With this method, it is possible to jump into a ratting system without being seen in an adjacent system.

Movement

Using Dotlan, skirmishers should keep an eye on the distance of the main fleet, but move about on their own. Keep in mind that while you are immune to bubbles, your fleet needs to burn through them, so calculate the extra time in. If there is a combat fleet about, an experienced skirmisher can make the call whether it is engageable or not on his own and act accordingly.

Sites

As soon as a skirmisher or other fleet member jumps into a system, ratters will usually dock up or retreat to a POS. Speed is crucial here, so skirmishers will need to be quick to d-scan around for ships and wrecks, and check what sites ratters will most likely be in - this is a matter of practice, and every second counts. Sometimes skirmishers just have to make an educated guess - if they are unlucky, simply move on.

It is helpful to d-scan with the system map up and anomalies showing as this allows skirmishers to directly scan the anomalies. Alternatively, have the "Sensor Overlay" active, which shows anomalies in space.

Ice belts

In systems with ice belts, don't bother waste time with checking d-scan at all. Refresh the display of the anomalies in system and immediately warp to the belt. Some systems have more than one ice belt. In fleets with more than one skirmishing tackler, it is advantageous to communicate who goes to which belt.

Promising systems with active ice mining show up in Dotlan as moderate NPC delta numbers.