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Gate camps: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Refreshed to reflect current mechanics and practices. More details about key mechanics added. More advice about avoiding camps added.
Warping: pass over the full paragraph, changing wording style from "you" to third-person account, adjusted wording to more clearly distinguish whether something is desirable for the gate campers or the pilot trying to escape from a gate camp
 
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Groups gate camp for a variety of reasons.
Groups gate camp for a variety of reasons.


A group being attacked in their own space by a roaming PvP pilot or gang might form a gate camp specifically to block or catch their attackers. Or a group might camp simply to generate [[EVE_Lexicon#Content|Content]] for pilots with nothing better to do. EVE University sometimes gate camps because the format is a good way to introduce new pilots to some key PvP mechanics without the full complication of a roaming fleet.
A group being attacked in their own space by a roaming PvP pilot or gang might form a gate camp specifically to block or catch their attackers. Or a group might camp simply to generate [[EVE_Lexicon#Content|Content]] for pilots with nothing better to do.


Some players gate camp as a profession, to earn money. Given the risks involved, this must be done with care, weighing up how to achieve the most cost-effective ship and fit choices.
Some players gate camp as a profession, to earn money. Given the risks involved, this must be done with care, weighing up how to achieve the most cost-effective ship and fit choices.
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=== Warping ===
=== Warping ===


To enter warp, the ship must point itself towards its warp destination and accelerate to 75% of its maximum speed ''before'' the camp can apply warp disruption to it.
To enter warp, a ship must point itself towards its warp destination and accelerate to 75% of its maximum speed ''before'' another ship manages to apply some form of warp disruption ("[[Tackling|tackle]]").


To prevent this, you can use ships with range bonuses to their [[Tackling|tackle]] modules, such as [[interceptors]] or the [[Keres]], and ships with local or remote sensor boosting to increase their scan resolution, reducing target locking time. Additionally, in nullsec, wormholes, and Pochven, the gate can be bubbled with a warp disruption field from an [[interdictor]], a [[HIC]], or an anchored bubble, and any ship which spawns within the bubble(s) will be unable to warp off unless it is interdiction-nullified.
To increase the chance of successfully tackling another ship, gate campers may use ships with range bonuses to their tackle modules, such as [[interceptors]] or the [[Keres]], and ships with local or remote sensor boosting to increase their scan resolution, reducing target locking time. Additionally, in nullsec, wormholes, and Pochven, the gate can be bubbled with a warp disruption field from an [[interdictor]], a [[HIC]], or an anchored bubble, and any ship which spawns within the bubble(s) will be unable to warp off unless it is interdiction-nullified.


Fast ships might be able to outpace their attackers, move beyond warp disruption range, and leave. Camps therefore often try to web such targets. To do this you can use ships with web range bonuses such as the [[Hyena]], [[Cruor]] or [[Rapier]], and/or ships with web strength bonuses such as the [[Daredevil]] or [[Vigilant]].
Fast ships might be able to outpace their attackers, move beyond warp disruption range, and leave. Camps therefore often try to web such targets. To do this they may use ships with web range bonuses such as the [[Hyena]], [[Cruor]] or [[Rapier]], and/or ships with web strength bonuses such as the [[Daredevil]] or [[Vigilant]].


Ships with micro-jump modules fitted—potentially command destroyers, deep space transports, and T1/T2 battlecruiser and battleship hulls—can also micro-jump out of a bubble or away from warp disruption; they cannot micro-jump if they are warp-''scrambled''. Campers therefore often try to warp-scramble such targets.
Ships with micro-jump modules fitted—potentially command destroyers, deep space transports, and T1/T2 battlecruiser and battleship hulls—can also micro-jump out of a bubble or away from warp disruption; they cannot micro-jump if they are warp-''scrambled'', however. Campers therefore often try to warp-scramble such targets.


=== Crashing gate ===
=== Crashing gate ===


To crash gate, the camped ship must travel 12 km back to the gate model without dying from the gate camp's fire. It can use defensive, tanking modules to do this, such as shield boosters or armour repairers, and it can use [[propulsion equipment]] to speed itself up, such as afterburners and MWDs. It should ''not'' do anything which would give it a [[Timers#Weapon_Timer|weapon timer]], as a ship with a weapon timer cannot jump through a gate. This means that it cannot use EWAR including ECM bursts, EWAR drones (or any other kind of drone), or any weapons.
To crash gate, the camped ship must travel 12 km back to the gate model without dying from the gate camp's fire. It can use defensive, tanking modules to do this, such as shield boosters or armour repairers, and it can use [[propulsion equipment]] to speed itself up, such as afterburners and MWDs. It should ''not'' do anything which would give it a [[Timers#Weapon_Timer|weapon timer]], as a ship with a weapon timer cannot jump through a gate. This means that it cannot use EWAR including ECM bursts, EWAR drones (or any other kind of drone), or any weapons. It also means that ships fitted with [[Command Bursts|command bursts]] ''cannot'' use them in this situation, even if doing so would help their tank, because firing command bursts gives a ship a weapon timer.


To prevent ships from crashing gate, campers can use warp-scrambling to shut down MWDs, webs to slow the ship's speed, energy neutralizers to shut down any active tank, and fast-applying burst DPS or alpha-strike damage to kill their target quickly. You can also use a command destroyer to "boosh" a target 100 km off the gate, which stops them from crashing.
To prevent ships from crashing gate, campers can use warp-scrambling to shut down MWDs, webs to slow the ship's speed, energy neutralizers to shut down any active tank, and fast-applying burst DPS or alpha-strike damage to kill their target quickly. You can also use a command destroyer to "boosh" a target 100 km off the gate, which stops them from crashing.