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Baiting: Difference between revisions

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Another important attribute of good bait is that it shouldn't look like bait - a [[drake]] or a [[maller]] (both very common bait ships due to their high effective HP) are actually poor bait ships for this reason. A [[raven]] on the other hand is a believable choice - it's an attractive target, is easy to catch, and could believably be taken for a mission runner who strayed into lowsec by accident.
Another important attribute of good bait is that it shouldn't look like bait - a [[drake]] or a [[maller]] (both very common bait ships due to their high effective HP) are actually poor bait ships for this reason. A [[raven]] on the other hand is a believable choice - it's an attractive target, is easy to catch, and could believably be taken for a mission runner who strayed into lowsec by accident.
==Baitship Fitting==
Your bait ship must be able to do two thing:
* Tackle a target, ideally multiple targets
* Survive until the fleet arrives to back it up
With that in mind you want plenty of tank, as well as a warp scrambler or disruptor at a very minimum. [[Armour Tanking|Armour tank]] ships are particularly good as bait, since you can use their extra mid slots to fit extra warp disruptors and webs to tackle multiple targets and prevent them from escaping.


==Setting the Bait==
==Setting the Bait==
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The location you bait the enemy at is also very important if you need to make a quick getaway, if you/your FC decide that the enemy fleet is too strong for your fleet to take on. Slowboating to a stargate from 15km, or getting into a gatecamp can be very convincing, but can be a certain deathtrap if backup does not arrive soon. On the flip side, baiting on zero at a stargate, or station is very safe, but it is much less convincing to an enemy fleet. This is why your should always try to dscan the enemy fleet first, or get eyes (a scout) on it, before you bait.
The location you bait the enemy at is also very important if you need to make a quick getaway, if you/your FC decide that the enemy fleet is too strong for your fleet to take on. Slowboating to a stargate from 15km, or getting into a gatecamp can be very convincing, but can be a certain deathtrap if backup does not arrive soon. On the flip side, baiting on zero at a stargate, or station is very safe, but it is much less convincing to an enemy fleet. This is why your should always try to dscan the enemy fleet first, or get eyes (a scout) on it, before you bait.


==Baitship Fitting==
==Springing the Trap==
 
Your bait ship must be able to do two thing:
 
* Tackle a target, ideally multiple targets
* Survive until the fleet arrives to back it up
 
With that in mind you want plenty of tank, as well as a warp scrambler or disruptor at a very minimum. [[Armour Tanking|Armour tank]] ships are particularly good as bait, since you can use their extra mid slots to fit extra warp disruptors and webs to tackle multiple targets and prevent them from escaping.
 
Remember, pick a hull which is tough but which doesn't look like an obvious bait ship.
 


==See Also==
==See Also==