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Similar rules apply to [[low-sec]], except that you can expect more frequent [[gatecamps]], especially at choke points or the entrances to low-sec space from high-sec. You are most vulnerable just after jumping through a stargate, but keep in mind that unless you start moving your ship or activate any modules, you are [[Timers#Gate_Cloak_Timer|invulnerable for 60 seconds]]. Take this time to assess the situation after jumping through a gate, paying particular attention to any ships or structures within 2000m of you (which will prevent you from [[cloaking]]) or close to the flight path towards your destination. Also check for any for [[Interceptor]]s, as they can target you very quickly. | Similar rules apply to [[low-sec]], except that you can expect more frequent [[gatecamps]], especially at choke points or the entrances to low-sec space from high-sec. You are most vulnerable just after jumping through a stargate, but keep in mind that unless you start moving your ship or activate any modules, you are [[Timers#Gate_Cloak_Timer|invulnerable for 60 seconds]]. Take this time to assess the situation after jumping through a gate, paying particular attention to any ships or structures within 2000m of you (which will prevent you from [[cloaking]]) or close to the flight path towards your destination. Also check for any for [[Interceptor]]s, as they can target you very quickly. | ||
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If the path is clear, you can give the "Warp To" (or "Jump") command, and immediately activate your cloak. This gives hostile ships next to no time to lock on to you and activate their [[ | If the path is clear, you can give the "Warp To" (or "Jump") command, and immediately activate your cloak. This gives hostile ships next to no time to lock on to you and activate their [[Warp disruption|warp disruptor modules ("point")]], so you should be reasonably safe. You will accelerate under cloak and warp off to your destination. | ||
If, on the other hand, your path is blocked, if you try to cloak and warp, you will be decloaked when you pass near to another ship or structure. Once you are decloaked, any hostile ships will have a few seconds to lock on to you and [[point]] you, preventing you from warping off. You can choose to take the risk (depending on how quickly your ship aligns, the time window may be very short), or you can first warp to another celestial/bookmark to which the path is clear. Again, follow the same procedure as above (give the warp command, then immediately cloak); then, once you have arrived, warp to your destination. Since your blockade runner is very fast, it's very unlikely that the hostile ships will be able to catch up to you. | If, on the other hand, your path is blocked, if you try to cloak and warp, you will be decloaked when you pass near to another ship or structure. Once you are decloaked, any hostile ships will have a few seconds to lock on to you and [[Tackling Guide|point]] you, preventing you from warping off. You can choose to take the risk (depending on how quickly your ship aligns, the time window may be very short), or you can first warp to another celestial/bookmark to which the path is clear. Again, follow the same procedure as above (give the warp command, then immediately cloak); then, once you have arrived, warp to your destination. Since your blockade runner is very fast, it's very unlikely that the hostile ships will be able to catch up to you. | ||
In general, it's very difficult to catch a properly flown blockade runner in low-sec, so if you pay attention you should be reasonably safe. | In general, it's very difficult to catch a properly flown blockade runner in low-sec, so if you pay attention you should be reasonably safe. | ||