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You can also try to use a fast ship to string a gang out on a normal grid: if one of their ships is isolated, but is ''less'' than 150 km away from the rest of its gang, they cannot warp to it. But remember that micro jump drives allow some ships to teleport exactly 100 km! | You can also try to use a fast ship to string a gang out on a normal grid: if one of their ships is isolated, but is ''less'' than 150 km away from the rest of its gang, they cannot warp to it. But remember that micro jump drives allow some ships to teleport exactly 100 km! | ||
If you jump or warp into a gate camp with a bubble, you must quickly decide whether to crash down to the gate and try to get through, or burn at speed out of the bubble and warp off. If part of a gang aggresses on you on one side of a gate and you jump through, those ships which aggressed cannot follow for 1 minute; this mechanic can let you split up an overwhelming gang over the two sides of a gate and then engage half of them on one side. | |||
- good | |||
In k-space nullsec, good map-reading with a resource such as Dotlan proves extremely useful. Look for recent NPC kills and NPC kills delta to locate ratters, look at ships-in-space and recent jumps data to find general player activity, and look at recent kills data to find recent combat. zKillboard has a page for each region in the game which can let you see recent kills with a 5- to 30-minute time-lag, and this can alert you to roaming gangs or recent fights. | |||
You can use Needlejack filaments to get into nullsec, and to "reroll" your position in nullsec. Pochven filaments can let you extract back to low/highsec, as you can filament to Pochven and then either find a wormhole or wait 15 minutes and use a Pochven extraction or glorification filament. | |||
=== Pochven and wormholes === | === Pochven and wormholes === | ||