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== University policies == | == University policies == | ||
Under current [[EVE_University_Rules|EVE-University rules]] all 0.0 space is free to PvP and PvE | Under current [[EVE_University_Rules|EVE-University rules]] all 0.0 space is free to PvP and PvE for Uni members, with the exception that University members must not get involved in sovereignty-related battles. This typically means that University members should not be involved in battles over structures. | ||
== Sovereignty == | == Sovereignty == | ||
There are two kinds of nullsec space, NPC space and player controlled space. Some NPC-controlled space has system names similar to those in the Empire, while the majority of 0.0 has number/letter designations. The sovereignty information under the system name will tell you whether you're in NPC space or not. | There are two kinds of nullsec space, NPC space, and player controlled space. Some NPC-controlled space has system names similar to those in the Empire, while the majority of 0.0 has number/letter designations. The sovereignty information under the system name will tell you whether you're in NPC space or not. | ||
Sovereignty can be established by alliances by setting up Territorial Claim Units, Infrastructure Hubs, and Outposts (player-built stations). See our page on [[Sovereignty|sovereignty mechanics]] for more details. | Sovereignty can be established by alliances by setting up Territorial Claim Units, Infrastructure Hubs, and Outposts (player-built stations). See our page on [[Sovereignty|sovereignty mechanics]] for more details. | ||
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You can be attacked by carriers, supercarriers, 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. Capital ships can use gates but most often they jump to another ship which is generating a cynosural field several systems away. | You can be attacked by carriers, supercarriers, 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. Capital ships can use gates but most often they jump to another ship which is generating a cynosural field several systems away. | ||
Make sure your overview shows cynosural fields. If you see a cyno flare in | Make sure your overview shows cynosural fields. If you see a cyno flare in system, it's time to leave. | ||
=== Bombs === | === Bombs === | ||
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=== Bubbles === | === Bubbles === | ||
One of the biggest differences from Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space | One of the biggest differences from Empire combat is the use of warp disruption fields or warp bubbles. Warp disruption fields are bubbles in space that prevent warp drives from operating. The only ships immune to this effect are [[Interceptor|Interceptors]], {{sh|Victorieux Luxury Yacht}} and [[Strategic Cruisers]] with the Interdiction Nullifier propulsion subsystem. Gate camps and station camps usually have bubbles of some kind. Therefore, warping to zero 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/dock range. | ||
Warp disruption bubbles are placed at some point in space. If your warp vector crosses the warp bubble too close to either end of your warp, you can be pulled out of warp. So warping to zero isn't as safe as in high-or low-sec as you can get dragged out of warp at the edge of the bubble, up to 500km from the gate. They do not deactivate your MWD. | Warp disruption bubbles are placed at some point in space. If your warp vector crosses the warp bubble too close to either end of your warp, you can be pulled out of warp. So warping to zero isn't as safe as in high-or low-sec as you can get dragged out of warp at the edge of the bubble, up to 500km from the gate. They do not deactivate your MWD. | ||
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# Warp interdiction bubbles: | # Warp interdiction bubbles: | ||
#* Can only be deployed by [[Interdictor|Interdictors]] ( | #* Can only be deployed by [[Interdictor|Interdictors]] ({{sh|Sabre}}, {{sh|Heretic}}, {{sh|Eris}}, {{sh|Flycatcher}}). | ||
#* The probes which create them cannot be shot, though they can be destroyed by AoE damage from [[Bombs]] and [[Smartbombs]]. | #* The probes which create them cannot be shot, though they can be destroyed by AoE damage from [[Bombs]] and [[Smartbombs]]. | ||
#* Last a limited time or until the ship which deployed them docks or leaves the system. | #* Last a limited time or until the ship which deployed them docks or leaves the system. | ||
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# Heavy interdictor bubbles: | # Heavy interdictor bubbles: | ||
#* Can only be deployed by [[Cruiser#Heavy_Interdiction_Cruisers|Heavy Interdiction Cruisers]] ( | #* Can only be deployed by [[Cruiser#Heavy_Interdiction_Cruisers|Heavy Interdiction Cruisers]] ({{sh|Devoter}}, {{sh|Onyx}}, {{sh|Phobos}}, {{sh|Broadsword}}). | ||
#* Are centered on the Heavy Interdictor with a radius of 20km. | #* Are centered on the Heavy Interdictor with a radius of 20km. | ||
#* Are destroyed when the heavy interdictor is destroyed. | #* Are destroyed when the heavy interdictor is destroyed. | ||
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==== Avoiding bubbles ==== | ==== Avoiding bubbles ==== | ||
Other people may warn you of gate camps, either in local | 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. | ||
[[Interceptor|Interceptors]] as well as "nullified" [[Strategic_Cruiser|Strategic Cruisers]] are immune to bubbles. | [[Interceptor|Interceptors]] as well as "nullified" [[Strategic_Cruiser|Strategic Cruisers]] are immune to bubbles. | ||
If you have a CovOps scout, they 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 | If you have a CovOps scout, they 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 which case you can warp to your scout and then to the gate. | ||
==Preparing for entering nullsec== | ==Preparing for entering nullsec== | ||
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===Local chat=== | ===Local chat=== | ||
Local chat shows you all the pilots in your current system. It's a good idea to separate this window from your other chat windows and make it as tall as possible | Local chat shows you all the pilots in your current system. It's a good idea to separate this window from your other chat windows and make it as tall as possible so that you can see as many other pilots in local as possible. When you enter a system, you should check the names you see for anyone who you know causes trouble. You should also double-click their names and view their corp/alliance. Do several of them share a corp or alliance? If so, engaging them could mean an incoming gank for you. As you spend more time in the campus, you'll begin to recognize the names of players, corporations, and alliances and can roughly estimate how much trouble you might find in a given system. | ||
{{expansion past | Between 12 July and 16 September 2019 Nullsec zones were under [[Blackout|blackout]], so pilots did not automatically appear in the local member list like they would in a Highsec or Lowsec system. This means that there was no indication of who or how many other pilots were in the same space system as you. }} | {{expansion past | Between 12 July and 16 September 2019 Nullsec zones were under [[Blackout|blackout]], so pilots did not automatically appear in the local member list like they would in a Highsec or Lowsec system. This means that there was no indication of who or how many other pilots were in the same space system as you. }} | ||
===Your directional scanner=== | ===Your directional scanner=== | ||
Next to local chat and Mumble, D-Scan is your best source of information about who can blow you up. It's a complicated tool that has its own [[Directional Scanner Guide|guide]] and classes. D-Scan is basically used to identify ships around yours. It can be used to roughly pinpoint where other ships are, as well, by narrowing down the angle at which you scan. While local tells you what players are nearby, D-Scan | Next to local chat and Mumble, D-Scan is your best source of information about who can blow you up. It's a complicated tool that has its own [[Directional Scanner Guide|guide]] and classes. D-Scan is basically used to identify ships around yours. It can be used to roughly pinpoint where other ships are, as well, by narrowing down the angle at which you scan. While local tells you what players are nearby, D-Scan is telling you what ships are nearby. You should leave the D-Scan window open at all times and scan often to not be taken by surprise. Some notes about D-Scan: | ||
* Not all ships on D-Scan are being piloted. If an empty ship is located inside a POS shield, it will show up on D-Scan. | * Not all ships on D-Scan are being piloted. If an empty ship is located inside a POS shield, it will show up on D-Scan. | ||
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## While you are still cloaked, wait until any moving ships are heading away from you before engaging warp. | ## While you are still cloaked, wait until any moving ships are heading away from you before engaging warp. | ||
## If you are heading to a planet, drop a bookmark (default CTRL-B) to immediately bounce to once you land. Once at the new bookmark the campers must deploy Combat Scanner Probes to find you, providing you precious seconds to gather yourself and formulate a follow on escape plan. Often, the campers will not bother. | ## If you are heading to a planet, drop a bookmark (default CTRL-B) to immediately bounce to once you land. Once at the new bookmark the campers must deploy Combat Scanner Probes to find you, providing you precious seconds to gather yourself and formulate a follow on escape plan. Often, the campers will not bother. | ||
## If you are camped in the system and have created a safe spot, you can then decide to try to break their camp, dock in a station, or use a safe logout. If you choose to dock or break their camp, make sure you are within d-scan range of the station or gate and check for bubbles before warping or you may get caught. If you are going to use | ## If you are camped in the system and have created a safe spot, you can then decide to try to break their camp, dock in a station, or use a safe logout. If you choose to dock or break their camp, make sure you are within d-scan range of the station or gate and check for bubbles before warping or you may get caught. If you are going to use the safe logout, check d-scan for combat scanner probes and be prepared to warp to a secondary safe if they show up on your scanner. | ||
===Bookmarks=== | ===Bookmarks=== | ||
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== Ratting == | == Ratting == | ||
Rats are worth more in lower-sec systems, and they grow bigger in lower-sec systems. In 0.0, you get very big rats worth top dollar -- battleships with million-ISK bounties and a chance of faction/officer loot drops. Note that even 0.0 has different security levels. | Rats are worth more in lower-sec systems, and they grow bigger in lower-sec systems. In 0.0, you get very big rats worth top dollar -- battleships with million-ISK bounties and a chance of faction/officer loot drops. Note that even 0.0 has different security levels. A lower true security level means better rats. The security levels range from 0.0 to -1.0 and can be seen on the star map. | ||
=== Rat/belt chaining === | === Rat/belt chaining === | ||
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===Safety tips while ratting=== | ===Safety tips while ratting=== | ||
Ratting can be one of the most lucrative activities in nullsec for a newer character. Many of the common belt rats are worth over a million ISK in bounties alone, and routinely drop another million in loot. It can also be dangerous | Ratting can be one of the most lucrative activities in nullsec for a newer character. Many of the common belt rats are worth over a million ISK in bounties alone, and routinely drop another million in loot. It can also be dangerous if you aren't careful. Again, a few basic strategies can reduce the odds that this will happen to you. | ||
If you are ratting: | If you are ratting: | ||
*Watch local and d-scan. Remember, everybody here can kill you without consequences. | *Watch local and d-scan. Remember, everybody here can kill you without consequences. | ||
*If a neutral is in local, but not on d-scan, assume they are in a cloaked ship which will probably de-cloak right next to you if you are in a belt or an anomaly, then proceed to tackle | *If a neutral is in local, but not on d-scan, assume they are in a cloaked ship which will probably de-cloak right next to you if you are in a belt or an anomaly, then proceed to tackle, jam you with ECM, and kill you. He probably has friends in the next system, too, ready to jump in and blob you. | ||
*Rat while aligned to a safe spot, so you can immediately warp away when somebody arrives to spoil your fun. | *Rat while aligned to a safe spot, so you can immediately warp away when somebody arrives to spoil your fun. | ||
*Never warp into a belt at zero! Burn away while killing your rats, so that somebody warping into the belt in a non-cloaked ship will need to burn to you to get point, giving you more time to escape. Once you are beyond 150km from the warp in, hunters may use one of the wrecks nearby you to “warp to” and extremely rapidly close the distance between you. You should already be aligned, so when this happens warp out, and abandon your drones if they are still out. | *Never warp into a belt at zero! Burn away while killing your rats, so that somebody warping into the belt in a non-cloaked ship will need to burn to you to get point, giving you more time to escape. Once you are beyond 150km from the warp in, hunters may use one of the wrecks nearby you to “warp to” and extremely rapidly close the distance between you. You should already be aligned, so when this happens warp out, and abandon your drones if they are still out. | ||