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User:Uryence/Gate camps: Difference between revisions

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== Mechanics and techniques ==
== Mechanics and techniques ==


When a ship jumps through a gate, it spawns at a randomly selected spot 12 km from the edge (not centre) of the gate model.  
When a ship jumps through a gate, it spawns at a randomly selected spot 12 km from the edge (not centre) of the gate model. It has 60 seconds of gate cloak and invulnerability.


- fast-locking
Gate models [[Stargates#Spawn_distance|vary in size]]. Someone coming through a Minmatar border gate could spawn at roughly 50 km from a ship sitting at 0 on the gate itself. This means that some gates are harder to camp than others.
- webs
- bubbles
- decloaking


Gate models [[Stargates#Spawn_distance|vary in size]]. Someone coming through a Minmatar border gate could spawn at roughly 50 km from a ship sitting at 0 on the gate itself.
To defeat a gate camp, the ship must either warp off, or return to the gate and jump back through to the other side ("crash" the gate).
 
=== Warping ===
 
To enter warp, the ship must point itself towards its warp destination and accelerate to 75% of its maximum speed ''before'' the camp can apply warp disruption to it.
 
To prevent this, camps can use ships with range bonuses to their [[Tackling|tackle]] modules, such as [[interceptors]] or the [[Keres]], and ships with local or remote sensor boosting to increase their scan resolution, reducing target locking time. Additionally, in nullsec, wormholes, and Pochven, the gate can be bubbled with a warp disruption field from an [[interdictor]], a [[HIC]], or an anchored bubble, and any ship which spawns within the bubble(s) will be unable to warp off unless it is interdiction-nullified.
 
Fast ships might be able to outpace their attackers, move beyond warp disruption range, and leave. Campers therefore often try to web such targets. Ships with micro-jump modules fitted—potentially command destroyers and T1/T2 battlecruiser and battleship hulls—can also micro-jump out of a bubble or away from warp disruption; they cannot micro-jump if they are warp-''scrambled''. Campers therefore often try to warp-scramble such targets.
 
=== Crashing gate ===
 
To crash gate, the camped ship must travel 12 km back to the gate model without dying from the gate camp's fire. It can use defensive, tanking modules to do this, such as shield boosters or armour repairers, and it can use [[propulsion equipment]] to speed itself up, such as afterburners and MWDs. It should ''not' do anything which would give it a [[Timers#Weapon_Timer|weapon timer]], as a ship with a weapon timer cannot jump through a gate. This means that it cannot use EWAR including ECM bursts, EWAR drones (or any other kind of drone), or any weapons.
 
To prevent ships from crashing gate, campers can use warp-scrambling to shut down MWDs, webs to slow the ship's speed, energy neutralizers to shut down any active tank, and fast-applying burst DPS or alpha-strike damage to kill their target quickly.
 
=== Cloaking ===
 
- MWD-cloak ship
- true cloaking
 
A ship which can warp cloaked, using a Covert Ops cloak, such as a covert ops frigate or a force recon cruiser, can then warp off while cloaked. If in a bubble, such a ship can slowboat to the edge of the bubble, and then warp off. If the ship ''also'' has an Interdiction Nullifier, the pilot shouldpPause to plan and then, as fast as possible:
 
# Break cloak by aligning
# Start the nullifier
# Cloak up
# Warp
 
- decloaking inties & other ships


== Camps by type of space ==
== Camps by type of space ==