Difference between revisions of "Kiting in Sovereign Nullsec"
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==Mindset and Piloting== | ==Mindset and Piloting== | ||
− | + | In sovereign nullsec, small kiting fleets can be at a distinct disadvantage, especially if those fleets originated outside of sovereign space. Nullsec entities, even those that control large areas of space, are generally able to field large, powerful fleets on very short notice. These fleets will almost always win in a brawl, so kiting allows smaller fleets to pick their targets and destroy what they can, while avoiding what would otherwise destroy them. | |
− | + | During an engagement, avoiding warp disruption is each pilot's top priority. Every pilot is responsible for managing their own range individually, depending on position and ship speed. Even for pilots with little fleet experience, it is usually obvious when an enemy force is too large for the friendly fleet to handle. For slightly more experienced pilots, certain ship types (such as [[Loki]]s or [[Rapier]]s) will signal that the tide of battle may quickly turn in favor of the enemy fleet. | |
+ | |||
+ | Because of this, fleet members should be prepared to receive commands to disengage at any time. Being able to make these calls is a matter of experience and practice on the part of the fleet commander, but what is most important for fleet members is the mindset of "flying on your own". even in small fleets, there is too much happening for fleet commanders to micromanage individual fleet members - members must listen to primary targets or orders to retreat, but are otherwise responsible for being an effective fleet member. | ||
==Ships and Fitting== | ==Ships and Fitting== |
Revision as of 18:17, 27 January 2017
The reason is: Needs to be revised to a more neutral style/tone.
Reason: Some of the information in this article is out-of-date.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 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.
Small kiting gangs are characterized by fast-paced, agile, hit-and-run tactics aimed at engaging superior forces, in contrast to the jumping and baiting tactics utilized by slower, larger fleets. Kiting gangs require active decision-making from each individual pilot, and can thus be more skill-intensive than other fleet types.
Mindset and Piloting
In sovereign nullsec, small kiting fleets can be at a distinct disadvantage, especially if those fleets originated outside of sovereign space. Nullsec entities, even those that control large areas of space, are generally able to field large, powerful fleets on very short notice. These fleets will almost always win in a brawl, so kiting allows smaller fleets to pick their targets and destroy what they can, while avoiding what would otherwise destroy them.
During an engagement, avoiding warp disruption is each pilot's top priority. Every pilot is responsible for managing their own range individually, depending on position and ship speed. Even for pilots with little fleet experience, it is usually obvious when an enemy force is too large for the friendly fleet to handle. For slightly more experienced pilots, certain ship types (such as Lokis or Rapiers) will signal that the tide of battle may quickly turn in favor of the enemy fleet.
Because of this, fleet members should be prepared to receive commands to disengage at any time. Being able to make these calls is a matter of experience and practice on the part of the fleet commander, but what is most important for fleet members is the mindset of "flying on your own". even in small fleets, there is too much happening for fleet commanders to micromanage individual fleet members - members must listen to primary targets or orders to retreat, but are otherwise responsible for being an effective fleet member.
Ships and Fitting
Generally, you want to go 1.7km/s or above, and be able to apply good dps out to OH point range, so about 28 km. Some tank is useful, but don't sacrifice too much speed or range for it, oftentimes you mostly need your tank when you already screwed up and got scrammed, and then you will probably die anyways.
Please find some proposed fittings in the Kiting in (sov)null/fittings-subpage to this article.
FCing
The mindset/piloting advice above of course also applies to FCs - aligning and warping a fleet around makes you slow and your pilots lazy. Staying in one place will give hostiles time to form up a counter or prepare a trap, if you don't achieve anything within a minute, move on.
Leave your skirmishers to do their thing, don't try to micromanage them - just keep them updated how far the main fleet is out, and discuss interesting destinations with them.
Your fleet is incredibly agile, if your opponent doesn't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scram range, slaughter frigates and run if it gets too hot. Even if you get caught badly, you often will manage to keep a good part of your fleet alive if the pilots are on their toes.
For the actual engagement, positioning is key - you never want to face an enemy at 0, so use gate mechanics to your advantage. People will often jump into you as they have numerical advantage, but if your pilots are already aligned and in comfortable range, you have the advantage. Always keep an eye out for long range webbers and scram/web frigates, you want to get rid of them fast or run away before they catch you.
Killing ratters is more work for the skirmishers than for you, use the npc delta display on dotlan to plan your route, then it is just a question of deciding if you can kill whatever you caught (mostly a problem in very small fleets).
Skirmishing
Catching ratters in null is a source of delicious and shiny killmails and sweet bear tears, but it is almost impossible to catch a ratter that pays attention and doesn't make a mistake. However, there is a lot of careless carebears out there, and if you know your business, you don't leave them much time to react. There is still luck involved, but there are plenty of targets out there. Use the npc delta display on dotlan to find the interesting ratting systems.
Intel channels
Be aware that Sovnull folks have intel channels where they announce every non-blue they spot. As soon as you encounter someone in local, consider your element of surprise gone, and ratters in the area will be extra careful. It is tricky to not get spotted if you travel a long distance, but if you are operating out of a wormhole, it is quite possible to jump into a ratting system without being seen before.
Movement
Use dotlan, keep an eye on the distance of your main fleet, but move around on your own. Keep in mind that while you are immune to bubbles, your fleet needs to burn through them, so calculate the extra time in. If there is a combat fleet about, an experienced skirmisher can make the call whether it is engageable or not on his own and act accordingly.
Sites
As soon as you jump into a system, all the ratters will POS up. Speed is crucial here, so you need to be quick to d-scan around for ships and wrecks, and check what sites the ships will probably be in - this is a matter of practice, and every second counts. Sometimes you just have to make an educated guess, but that is fine - if you are unlucky, move on. The most popular sites are currently:
- Haven
- Sanctum
- Forsaken Hub
Keep in mind that this might change, if you are new to this kind of skirmishing, ask more experienced pilots if this list is still correct.
It is helpful to dscan with the system map up and anomalies showing as this allows you to directly scan the anomalies. Alternatively you have the "Sensor Overlay" active, which shows anomalies in space.
Ice belts
In systems with ice belts dont bother wasting any time with checking dscan at all. Just push your luck, refresh the display of the anomalies in system and warp to the belt. Some systems have more than one ice belt. If having more than one skirmishing tackler it is advantageous to communicate who goes to which belt.
Promising systems with active ice mining show up in dotlan as moderate npc delta numbers.