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Kiting in Sovereign Nullsec: Difference between revisions

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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{{Update|Some of the information in this article is out-of-date.}}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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==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.


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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.
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==