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Surviving 0.0: Difference between revisions

From EVE University Wiki
Combat in 0.0: Added cap ships, avoiding bubbles.
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= Combat in 0.0 =
= Combat in 0.0 =


Combat in 0.0 differs from low-sec or high-sec combat, because there are no restrictions on ships or equipment that can be used. Concord also doesn't interfere with fights in any way.
Combat in 0.0 differs from low-sec or high-sec combat.  There are no restrictions on ships or equipment. Concord also doesn't interfere with fights in any way, and there are no gate guns. 
 
== Capital Ships ==
 
You can be attacked by carriers, motherships, dreadnoughts, and Titans -- ships that are much more common in 0.0 space.  They have long lock times, but you're probably not prepared to take them on.  You can encounter capital ships in low-sec as well, but 0.0 is where they live.  Cap ships don't use gates -- they jump to another ship which is generating a cynosural field.
 
Make sure your overview shows cynosural fields.  If you see a cyno flare in-system, it's time to leave.


== Bombs ==
== Bombs ==


Bombs can be deployed in 0.0 space.  They're expensive and hard to use correctly, but they do area of effect damage, and lots of it.  Be sure your overview is configured to show bombs (there's a delay before they explode), and get away immediately when you see one.  A frigate can get away if the pilot is quick off the mark, but one bomb can kill any frigate that doesn't get out of range.  Three or four can do serious damage even to a battleship.
Bombs can be deployed in 0.0 space.  They're expensive and hard to use correctly, but they do area of effect damage, and lots of it.  Be sure your overview is configured to show bombs (there's a delay before they explode), and get away immediately when you see one.  A frigate can get out of the explosion radius if the pilot is quick off the mark, but one bomb can kill a frigate that doesn't get out of range.  Three or four can do serious damage even to a battleship.


== Bubbles ==
== Bubbles ==
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#* Can be shot, though the probes that create them are hard to lock.
#* Can be shot, though the probes that create them are hard to lock.
#* Last a limited time.
#* Last a limited time.
#* Can't be turned off once launched.


# Heavy interdictor bubbles:
# Heavy interdictor bubbles:
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#* are centered on the heavy interdictor.
#* are centered on the heavy interdictor.
#* are only destroyed when the heavy interdictor is destroyed.
#* are only destroyed when the heavy interdictor is destroyed.
#* can be taken down quickly by the HIC pilot.


# Mobile warp disruptors:
# Mobile warp disruptors:
#* must be anchored, which takes about 5 minutes.
#* must be anchored or unanchored, which takes about 5 minutes each way.
#* can be shot and destroyed.
#* can be shot and destroyed.
#* do not time out.
#* do not time out.
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Gate camps usually have bubbles of some kind. Therefore, warping to zero on the gate and being in a fast ship aren't sufficient protections -- you'll likely get grabbed by a bubble and drop warp before you are in jump range.
Gate camps usually have bubbles of some kind. Therefore, warping to zero on the gate and being in a fast ship aren't sufficient protections -- you'll likely get grabbed by a bubble and drop warp before you are in jump range.
=== Avoiding Bubbles ===
Other people may warn you of gate camps, either in local, or by anchoring a can.  By checking the maps for ship kills, you can often get a warning of trouble in an upcoming system.
If you have a covops scout, she can check things out ahead of you.  Often, bubbles are placed away from the gate on common warp vectors (so people can't just burn towards the gate and jump out).  That means you may be able to warp to a planet or other celestial and then to the gate, dodging around the bubble.  Your scout may also be able to get to a point that will provide a clear warp-in to the gate.  In that case, you can warp to your scout, then to the gate.