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

Kiting in Sovereign Nullsec: Difference between revisions

From EVE University Wiki
m typo
m typos
Line 19: Line 19:
==FCing==
==FCing==


The mindset/piloting advice above of course also applies to FCs - alinging and warping a fleet around makes you slow and your pilots lazy. Staying in one place will give hostiles time to form up a counter or prepare a trap, if you don't achieve anything within a minute, move on.
The mindset/piloting advice above of course also applies to FCs - aligning and warping a fleet around makes you slow and your pilots lazy. Staying in one place will give hostiles time to form up a counter or prepare a trap, if you don't achieve anything within a minute, move on.


Leave your skirmishers to do their thing, don't try to micromanage them - just keep them updated how far the main fleet is out, and discuss interesting destinations with them.
Leave your skirmishers to do their thing, don't try to micromanage them - just keep them updated how far the main fleet is out, and discuss interesting destinations with them.


Your fleet is incredibly agile, if your opponent doesn't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scramr ange, slaughter frigates and run if it gets too hot. even if you get caught badly, you often will manage to keep a good part of your fleet alive if the pilots are on their toes.  
Your fleet is incredibly agile, if your opponent doesn't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scram range, slaughter frigates and run if it gets too hot. Even if you get caught badly, you often will manage to keep a good part of your fleet alive if the pilots are on their toes.  


For the actual egnagement, positioning is key - you never want to face an enemy at 0, so use gate mechanics to your advantage. People will often jump into you as they have numerical advantage, but if your pilots are already aligned and in comfortable range, you got the advantage. Always keep an eye out for long range webbers and scram/web frigates, you want to get rid of them fast or run away before they catch you.
For the actual engagement, positioning is key - you never want to face an enemy at 0, so use gate mechanics to your advantage. People will often jump into you as they have numerical advantage, but if your pilots are already aligned and in comfortable range, you have the advantage. Always keep an eye out for long range webbers and scram/web frigates, you want to get rid of them fast or run away before they catch you.


Killing ratters is more work for the skirmishers than for you, use the npc delta display on dotlan to plan your route, then it is just a question of deciding if you can kill whatever you caught (mostly a problem in very small fleets). If you are using the ingame browser the npc delta option is not available - go with npc kills then, though this might be misleading sometimes.
Killing ratters is more work for the skirmishers than for you, use the npc delta display on dotlan to plan your route, then it is just a question of deciding if you can kill whatever you caught (mostly a problem in very small fleets). If you are using the ingame browser the npc delta option is not available - go with npc kills then, though this might be misleading sometimes.


==Skirmishing==
==Skirmishing==