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Advanced piloting techniques: Difference between revisions

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Uryence (talk | contribs)
m A few edits, and links.
Xooks (talk | contribs)
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Where you come out of warp is critical. As I mentioned at the beginning, autopilot is bad because you come out of warp so far from the gate that you cannot jump immediately. If you warp to 0 km on a gate, you’ll land within jump range, which is crucial if you want to avoid confrontation.
Where you come out of warp is critical. As I mentioned at the beginning, autopilot is bad because you come out of warp so far from the gate that you cannot jump immediately. If you warp to 0 km on a gate, you’ll land within jump range, which is crucial if you want to avoid confrontation.


Likewise if you’re warping to a hostile gate, you’ll be at a decisive advantage if you drop out of warp at your optimal range. The easiest way to do this is by warping within X km, where X is your optimal range. Remember you can set X to anything between 0 and 100 km by right-clicking on the warp icon. If you have bookmarks around the gate you have even more options for recon, or for warping past the gate, or somewhere unexpected. For more information about bookmarks, there’s a really good thread on the forums: http://www.eve-ivy.com/forum/viewtopic.php?t=15375
Likewise if you’re warping to a hostile gate, you’ll be at a decisive advantage if you drop out of warp at your optimal range. The easiest way to do this is by warping within X km, where X is your optimal range. Remember you can set X to anything between 0 and 100 km by right-clicking on the warp icon. If you have bookmarks around the gate you have even more options for recon, or for warping past the gate, or somewhere unexpected. For more information about bookmarks, there’s a really good thread on the forums: http://forum.eveuniversity.org/viewtopic.php?t=15375


One last thing about warp within: if you warp to a cloaked ship in your own fleet, never warp to 0 because that will break their cloak and leave them vulnerable for 30 seconds. Warp to within at least 5 km.
One last thing about warp within: if you warp to a cloaked ship in your own fleet, never warp to 0 because that will break their cloak and leave them vulnerable for 30 seconds. Warp to within at least 5 km.