Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Kiting in Sovereign Nullsec: Difference between revisions

From EVE University Wiki
Djavin novienta (talk | contribs)
FCing: Revised.
m added link to ratting page
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{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{{Update|Some of the information in this article is out-of-date.}}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.  


Line 14: Line 12:


==Ships and Fitting==
==Ships and Fitting==
{{see also|Kiting in Sovereign Nullsec/Fittings}}
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.
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.


Line 27: Line 24:
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==


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.
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.
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.
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.
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:
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
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.
*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.


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


[[Category:PvP]][[Category:Fleets]]
[[Category:PvP]]
[[Category:Fleets]]