More actions
In progress |
m Update link. |
||
| (4 intermediate revisions by 2 users not shown) | |||
| Line 166: | Line 166: | ||
==== Offensive Bubbles ==== | ==== Offensive Bubbles ==== | ||
When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. | When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. A Microwarpdrive is a critical component for maneuverability once landing on grid, although it will increase your signature radius penalty. In any circumstance, activate your hardeners, overheat your hardeners, and warp away as soon as you can. | ||
If you want to try more advanced tactics, if the enemy fleet is a kiting fleet, which is generally always aligned to another object, you can try to drop a bubble in front of the fleet's line of travel. This will prevent the fleet from warping from their aligned tactical and will need to reposition themselves. This can be done as a single launch, or can be part of when you launch your initial bubble inside the fleet (i.e., after you launch your first bubble, align in the same direction as the fleet and then drop a second bubble in front of them.) | If you want to try more advanced tactics, if the enemy fleet is a kiting fleet, which is generally always aligned to another object, you can try to drop a bubble in front of the fleet's line of travel. This will prevent the fleet from warping from their aligned tactical and will need to reposition themselves. This can be done as a single launch, or can be part of when you launch your initial bubble inside the fleet (i.e., after you launch your first bubble, align in the same direction as the fleet and then drop a second bubble in front of them.) | ||
Likewise, there are some fits on Interdictors | Likewise, there are some fits on Interdictors, such as the Heretic, which allow you to fit an Expanded Probe Launcher in addition to your Cloaking Device, Interdiction Sphere Launcher, and MWD with a light tank. This will allow you to get successful scans on battleships within 8 seconds with only 4 probes. You're more likely to die in such a configuration, but it will give you more freedom to decide when to land within the enemy fleet, whether immediately or at a later point in the engagement. | ||
==== Defensive Bubbles ==== | ==== Defensive Bubbles ==== | ||
| Line 201: | Line 201: | ||
Whether you are placing a catch bubble or drag bubble, the bubble must be in line with the line of travel between the origin of the ship and destination warp point, as well within 500km of the destination. As such, this makes drag bubbles a little bit more difficult to place than catch bubbles since slight misalignment can cause the ship to reach its intended destination. The choice of which type of bubble to use is dependent on personal choice, system design, and the circumstances of why you're setting up the bubbles. | Whether you are placing a catch bubble or drag bubble, the bubble must be in line with the line of travel between the origin of the ship and destination warp point, as well within 500km of the destination. As such, this makes drag bubbles a little bit more difficult to place than catch bubbles since slight misalignment can cause the ship to reach its intended destination. The choice of which type of bubble to use is dependent on personal choice, system design, and the circumstances of why you're setting up the bubbles. | ||
For systems that you plan on dropping catch and drop bubbles frequently, it's best to add | For systems that you plan on dropping catch and drop bubbles frequently, it's best to add [[bookmark]]s for those specific locations where you want to deploy the probes. Keep in mind that the probes must be deployed prior to the ship entering warp to be caught in the bubble, so catch and drag bubbles should be deployed the moment the target is in system. In addition to the primary bookmarks for bubble deployment location, you should also add bookmarks for the edge of the bubble where your targets would potentially be landing. This enables you to reliably get to the location where the target will be, and you should reposition yourself the moment you deploy the probe. When you see your target appear on D-Scan, you can deploy a second probe, and since the ship is already (presumably) in warp, they will not get caught in this bubble but be at the center of it. This tactic will limit the ability for the ship to turn around and escape the bubble quickly. | ||
=== Gate Camping === | === Camping === | ||
==== Gate Camping ==== | |||
{{See also|Gate camps}} | {{See also|Gate camps}} | ||
| Line 210: | Line 212: | ||
There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. You can also wait for them to decloak to try and catch them mid-warp to another celestial. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off. | There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. You can also wait for them to decloak to try and catch them mid-warp to another celestial. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off. | ||
==== Station Camping ==== | |||
Similar to gate camping, the Interdictor can be used for station camping. The key difference is that ships attempting to leave station can always dock up, unless a kick-out station is being camped, which are stations that departing ships are immediately ejected out of the docking ring when undocking. When station camping, you are largely aiming to prevent ships from using their instant undocks that would normally allow a ship to escape from the docking ring of a station due to being already aligned with the undock. In this case your bubble will prevent them from reaching that point. | |||
== Fleet Operations and Key Highlights == | == Fleet Operations and Key Highlights == | ||
| Line 218: | Line 223: | ||
* You will be immediately primaried in most engagements. | * You will be immediately primaried in most engagements. | ||
* Continuously anticipate where you'll need to be, your available options, and update yourself on the most effective route there. | * Continuously anticipate where you'll need to be, your available options, and update yourself on the most effective route there. | ||
== See also == | == See also == | ||
* [[Interdiction 101]] | * [[Interdiction 101]] | ||
[[category:Ships]] | <!--[[category:Ships]]--> | ||