Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Rel Astra/Draft:Interdictors: Difference between revisions

From EVE University Wiki
Rel Astra (talk | contribs)
In progress
Rel Astra (talk | contribs)
In progress
Line 208: Line 208:
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.
 
 




Line 253: Line 251:
# 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.
===Advanced Techniques===
# ''Using your bubble like an anchor'd bubble.'' When a hostile enters local but not from your gate, bubble then move to the edge of your bubble that is facing the gate they came from, if possible get others to assign you drones. This will help in decloaking covops. If you are doing this solo, be aligned, at 3/4 speed, and constantly spamming scan. The worst thing you can catch will be a rapier (follow'd by other recons), but the decloak calibration should be enough for you to escape to warp. Everything else dangerous you will be able to scan before it is caught. You can do this 100-150kms infront or behind the gate or station. It is just like using a medium anchor'd bubble, except -1. the bubble only lasts 2 minutes,2. will only catch things that initiate warp AFTER bubble is deployed and 3. will give you a 30sec aggression timer whenever someone tries to warp within your bubble.
#  Delay bubbling - a technique pioneered by BlackOps; used when gatecamping, often useful for catching small ships. When the target jumps through the gate, the dictor waits until it decloaks before bubbling. Often, a person jumping through a gate into a gatecamp will try to warp away immediately if they see they're in a bubble, especially if they're in a small, fast ship. Then, when the dictor drops his bubble, not only will the attempt to warp be aborted, the person will also be aggressed and thus unable to burn back to the gate to jump through. Often, the person falling for the delay bubble trick will be confused for a couple of seconds when the warp fails, until he notices the bubble - which is all the time you need to tackle him. The weakness of delay bubbling is that unless the dictor pilot is paying close attention, or if the system is considerably lagged, the bubble will be dropped too late to catch the target.