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The exact mechanics and tactics involved in gatecamping depend on whether the camp is in highsec, lowsec, or nullsec. [[Wormhole|Wormholes]] can also be camped using techniques similar to those used for nullsec gates. | The exact mechanics and tactics involved in gatecamping depend on whether the camp is in highsec, lowsec, or nullsec. [[Wormhole|Wormholes]] can also be camped using techniques similar to those used for nullsec gates. | ||
Though gate camps are often experienced by newer players as a sudden and unavoidable doom, there are ships, techniques, and intel tools which make contact between a prepared gate camp and a prepared traveller a relatively even contest. | |||
== Purposes == | == Purposes == | ||
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=== Cloaking === | === Cloaking === | ||
A ship which breaks its gate cloak and then activates a fitted [[Cloaking|cloak]] will appear briefly on the campers' overviews, and then disappear again. | |||
A ship which can warp cloaked, using a Covert Ops cloak, such as a covert ops frigate or a force recon cruiser, can then warp off while cloaked. If in a bubble, such a ship can slowboat to the edge of the bubble, and then warp off. If the ship ''also'' has an Interdiction Nullifier, the pilot should pause to plan and then, as fast as possible: | A ship which can warp cloaked, using a Covert Ops cloak, such as a covert ops frigate or a force recon cruiser, can then warp off while cloaked. If in a bubble, such a ship can slowboat to the edge of the bubble, and then warp off. If the ship ''also'' has an Interdiction Nullifier, the pilot should pause to plan and then, as fast as possible: | ||
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# Warp | # Warp | ||
- | Matters are more complicated for a ship which cannot warp cloak but has a prototype cloak fitted. Slow ships with a prototype cloak and an MWD can use the [[cloak trick]] to cloak up, pre-align, uncloak and warp off—provided they are not in a bubble. In a bubble, they must then very slowly edge out beyond the bubble without coming within 2500 m of anything else, then break cloak and warp off. | ||
To counter ships which cloak but must then stay on grid before warping off, a camp can use one or more designated "decloaker" ships. These should be fast-moving, fast-locking ships with long tackle ranges; fleet interceptors are ideal. The decloaker should sit at 0 on the gate, with its MWD cycling. When a ship breaks its gate cloak, the decloaker should Approach the target. When the target cloaks, the decloaker should set their own ship's speed to maximum; this drives the decloaker straight towards the cloaked ship's last position. Assigning drones to the decloaker gives it more objects with which to break the target's cloak. | |||
=== Smartbombs === | === Smartbombs === | ||
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Camping in lowsec is in some ways more challenging than camping in nullsec, because [[Security_status#Sentry_guns|gate guns]] present a danger to small camping ships, and bubbles cannot be used. Campers who have numbers can use small ships such as the Keres backed up by [[logistics]] support to keep them alive under gate gun fire. Campers who do not have many players can use ships such as the [[Gnosis]], which is relatively large and tough but can be fitted to lock fast, and/or smartbombs. | Camping in lowsec is in some ways more challenging than camping in nullsec, because [[Security_status#Sentry_guns|gate guns]] present a danger to small camping ships, and bubbles cannot be used. Campers who have numbers can use small ships such as the Keres backed up by [[logistics]] support to keep them alive under gate gun fire. Campers who do not have many players can use ships such as the [[Gnosis]], which is relatively large and tough but can be fitted to lock fast, and/or smartbombs. | ||
Gate guns lose interest in someone once they warp, even if they warp within the same grid. A lowsec camp often, therefore, "resets" the gate guns after a kill by warping to tactical bookmarks on the grid, and then warping back down to the gate. | |||
=== Nullsec and Pochven === | === Nullsec and Pochven === | ||
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* Blockade runners can warp cloaked and fit interdiction nullifiers. | * Blockade runners can warp cloaked and fit interdiction nullifiers. | ||
* Deep space transports can fit interdiction nullifiers and micro jump drives. They also get big bonuses to the effects of overheating propulsion modules and tank modules, letting them shrug off lots of damage and flee out of bubbles or crash gate quickly. | * Deep space transports can fit interdiction nullifiers and micro jump drives. They also get big bonuses to the effects of overheating propulsion modules and tank modules, letting them shrug off lots of damage and flee out of bubbles or crash gate quickly. | ||
* Jump freighters can ignore the gate network and teleport themselves around the galaxy—but they require ISK, SP, and substantial intel and infrastructure support. | |||
=== Fitting === | === Fitting === | ||