More actions
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'''Defensive Gatecamp'''<br> | '''Defensive Gatecamp'''<br> | ||
Mainly used for actual defensive purposes or stationary ambushes, the fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. Useful for when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe. | Mainly used for actual defensive purposes or stationary ambushes, the fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. Useful for when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe. | ||
When selecting an orbit distance, keep in mind that gate axis varies from 5 to 30 km wide, and ships can come out up to 15 km beyond that. You can right click a gate, do show info, and click on the green eye to see its size. Non-sniper damage dealers should hug the gate in most circumstances, and EW should keep a certain distance but not too much (use your best judgement based on gate size, your EW optimal and falloff). | |||
'''Make Best Speed''' <br> | '''Make Best Speed''' <br> | ||