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The Interdictor forms an important component in non-ganking gate camps, where it can specifically inhibit ships from warping away and trapping them at the gate or between the two gates. While waiting for a target or targets to enter system on a gate, the Interdictor is best positioned to wait at zero on the gate, ideally on the top side of the gate. | The Interdictor forms an important component in non-ganking gate camps, where it can specifically inhibit ships from warping away and trapping them at the gate or between the two gates. While waiting for a target or targets to enter system on a gate, the Interdictor is best positioned to wait at zero on the gate, ideally on the top side of the gate. | ||
There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off. | There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. You can also wait for them to decloak to try and catch them mid-warp to another celestial. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off. | ||
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# After-warp bubble deployment in fleet fights can be hairy, since lag and timing issues might drop your bubble too far from the enemy. | # After-warp bubble deployment in fleet fights can be hairy, since lag and timing issues might drop your bubble too far from the enemy. | ||
# When learning, it is expected to receive some grief from fellow gang mates when you get them killed with your bubbles. Take it in stride but learn from your mistakes. | # When learning, it is expected to receive some grief from fellow gang mates when you get them killed with your bubbles. Take it in stride but learn from your mistakes. | ||