Difference between revisions of "Travelling to the NSC"

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{{main|Travel fits}}
 
{{main|Travel fits}}
  
Due to the dangers associated with NullSec, there are limited options for moving quickly and safely between systems. The main [[Travel fits]] page has a wealth of information regarding fitting principles and it is highly recommended that new members to NSC read it however, for the purpose of your first trip into Syndicate, we have three options.  
+
Due to the dangers associated with NullSec, there are limited options for moving quickly and safely between systems. The main [[Travel fits]] page has a wealth of information regarding fitting principles and it is highly recommended that new members to NSC read it however, for the purpose of your first trip into Syndicate, we have four options.  
  
====Frigates====
+
====Shuttles====
 
+
The cheapest, near safest, and most accessible option is the Shuttle. No skills are required to fly the shuttle, and shuttles are very cheap. They provide passive nullification to warp disruption fields (bubbles), and have an align time of less than 2 seconds. Additionally, they fly at 5 AU/s, which while not *extremely* fast, is significantly faster than many other options. Shuttles are most vulnerable to smart bombs, which can be avoided by not flying directly from gate to gate. Bouncing off celestials or flying to a gate tactical bookmark makes the Shuttle an extremely difficult target to kill, and makes your commute to NSC fast and (relatively) safe.
Attack Frigates, such as the Atron below, have the ability to align in less than 2 seconds and can be fitted with just enough tank to survive a Smartbomber. This is a great, low-skill method for travelling around not only NullSec, but HiSec and LowSec too. What this ship lacks though is an immunity to Bubbles and, because we are forced to use Mid-Slots for tank, it also lacks a prop mod for burning out of any Bubbles should you be caught. It is vitally important that players using Frigates make use of the NSC Public Tactical [[Bookmarks]] to avoid Bubbles at all costs.
 
{{ShipFitting
 
| ship=Atron
 
| shipTypeID=608
 
| fitName=Runner (low skilled)
 
| fitID=Runner-(low-skilled)
 
| low1name=Type-D Restrained Inertial Stabilizers
 
| low1typeID=5533
 
| low2name=Type-D Restrained Inertial Stabilizers
 
| low2typeID=5533
 
| low3name=Type-D Restrained Inertial Stabilizers
 
| low3typeID=5533
 
| mid1name=Medium Shield Extender I
 
| mid1typeID=3829
 
| mid2name=Small Shield Extender I
 
| mid2typeID=377
 
| mid3name=Compact EM Shield Amplifier I
 
| mid3typeID=9580
 
| rig1name=Small Hyperspatial Velocity Optimizer I
 
| rig1typeID=31159
 
| rig2name=Small Hyperspatial Velocity Optimizer I
 
| rig2typeID=31159
 
| rig3name=Small Hyperspatial Velocity Optimizer I
 
| rig3typeID=31159
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| high4name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes='''Relevant information:'''</li>{{icon|warp speed|24|Warp speed}} 7,85 AU/s warp speed.<br>{{icon|inertia|24|Align time}} < 2 sec align time<br>{{icon|hull|24|Effective hit points}} 3,670 effective hit points.<br>{{icon|capacity|24|Cargo capacity}} 145 m3 cargo capacity<br>{{icon|money|24|ISK}} 1 - 2 million ISK cost
 
| showNOTES=Y
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=YC118 1.0
 
| showTOC=N
 
| shipDNA=608:5533;3:3829;1:377;1:9580;1:31159;3::
 
| fleetup=
 
}}
 
  
 
====Interceptors====
 
====Interceptors====
  
Interceptors are the preferred method of fast travel through NullSec for one simple reason- Interdiction Immunity. An Interceptor is not affected by Bubbles at all. For players new to Eve, the skill requirements to fly Interceptors (Racial Frigate V and Evasive Maneuvering V) might appear long at first but the benefits gained are huge. The Raptor fit below is an excellent example of how an Interceptor can be fit to align in under 2 seconds, have enough tank to survive a Smartbomb or two, and have immunity to Bubbles, basically allowing it to move freely through any hostile space.
+
In May 2021, Fleet Interceptors lost their innate passive interdiction nullification. While this change didn't entirely kill the "travelceptor" (A travelceptor is an interceptor fit to achieve a less than 2 second align time, with warp disruption nullification), a new and separate module is now required to be fitted to achieve the same functionality. This new Interdiction Nullifier must be activated when the ship enters warp. The advantages of a Travelceptor over a Shuttle is increased cargo capacity, and significantly more tank (in the case of flying into smart bombs). Travelceptors used to be a near requirement to live in null sec space comfortably, but with the addition of passive interdiction nullification to Shuttles, the uses of Travelceptors are much more limited, now.
  
 
====Covert Ops====
 
====Covert Ops====
  
 
For the purpose of travelling, we will classify Covert Ops as any ship that can fit the Covert Ops Cloak. This utility high-slot module allows a ship to travel completely cloaked, including inside Bubbles. A Bubble will still prevent the ship from entering warp however, so pilots will need to manually fly out of a Bubble first then warp to a Gate Tactical [[Bookmarks|Bookmark]]. While this does offer a high level of protection, a skilled Gate Camp can de-cloak a pilot. For those who can fly it, the Travel Interceptor is considered a better option over the Covert Ops.
 
For the purpose of travelling, we will classify Covert Ops as any ship that can fit the Covert Ops Cloak. This utility high-slot module allows a ship to travel completely cloaked, including inside Bubbles. A Bubble will still prevent the ship from entering warp however, so pilots will need to manually fly out of a Bubble first then warp to a Gate Tactical [[Bookmarks|Bookmark]]. While this does offer a high level of protection, a skilled Gate Camp can de-cloak a pilot. For those who can fly it, the Travel Interceptor is considered a better option over the Covert Ops.
{| class="wikitable"
 
| style="background-color:#111111; padding:0px;" | [[image:Buzzard.jpg|112px|Buzzard]]
 
| style="background-color:#222222; padding:4px;" | {{icon|warp speed|24|Warp speed}} 3 - 12 AU/s warp speed.<br><small><ul>'''Cruisers''' warp at 3 - 3,3 AU/s</ul><ul>'''Strategic Cruisers''' warp at 3 - 4,9 AU/s</ul><ul>'''Astero''' warps at 5 AU/s</ul><ul>'''Covert Ops''' warp at 8 AU/s</ul></small>
 
|}
 
<small><references/></small>
 
  
 
==Routes to the NSC==
 
==Routes to the NSC==

Revision as of 14:33, 28 May 2021

A map of the Syndicate region. The system where the NSC resides, is highlighted in a white circle.
NSClogo3bubblesv1.png The Null-Sec Campus HQ is located in the PC9-AY system, in the Syndicate region. It is 14 jumps from our High-Sec Campus and 8 jumps form our Low-Sec Campus. To reach it, one has to travel a few jumps through null-sec space though. The travel can be dangerous or completely safe, depending on many factors.

This page contains a range of travel advice that new members of the NSC might find useful to travel a bit more safely.




The Dangers of Null-Sec

When it comes to travelling through NullSec, Gates are very dangerous. Due to the mechanics of Null-Sec, or more accurately the lack of mechanics associated with Null-Sec, the majority of PvP occurs on Gates. The three main tactics that players will use to catch and kill you are Gate Camps, Bubbles and Smartbombs, likely using a combination of these. This page aims to describe these dangers in a little more depth, discuss how we can fit our ships and navigate Null-Sec to avoid them, and the best routes for players to make their way to the NSC.

Gate Camps

Main article: Gatecamps

Gate Camps are usually set-up by players to catch you once you jump through a Gate. The main idea is that they are able to apply a warp disruption module on you before you are able to warp off. There are a number of variables that determine how effective the Gate campers are in catching you. The number of players involved, the types of ships they are using and the actual size of the Gate itself will play a role. Our main concern when avoiding gate gamps is thus the time to warp off our own ship. Due to the way the server mechanics work, the fastest that anyone can get a point on a ship is 2 seconds. Therefore, if we can get our ship to warp in less than 2 seconds we are, theoretically, impossible to catch without the use of a bubble. We say theoretically because there can be the odd times were this doesn't work, such as if you are lagging, but 99% of the time you will uncatchable.

Bubbles

Main article: Interdiction 101

Warp Disruption Fields, commonly referred to as 'Bubbles' are unique to Null-Sec and WH Space. They can be created either by deployable structures or specific T2 ships and their primary function is to create a large sphere that will prevent any ship inside it from warping. They are usually placed to catch people who warp directly from Gate to Gate, although they can be placed on top of the Gate itself. For the purpose of travelling through Null-Sec, there really is not much else you will need to know about them. Ships that are passively interdiction nullified (such as Shuttles) ignore the effects of Warp Disruption Fields. Additionally, ships equipped with an Interdiction Nullifier also ignore the effects of Warp Disruption Fields so long as the module is active when the ship enters warp. Bubbles are most dangerous if you find yourself inside one when you enter a system. If this happens (and you are not nullified), you can either burn back towards the gate and hope that you are not killed before you get there (don't forget to overheat AND activate your propulsion module!!!) or you can attempt to burn out of the bubble and warp off to safety (most risky option). The majority of bubbles are placed off from the gate though and can be avoided by simply warping to a celestial or tactical bookmark before warping to the actual Gate. The NSC has public tactical bookmarks for Unistas to use on the common routes through Syndicate, which will also allow players to avoid the majority of bubbles.

Smartbombing

Main article: Smartbombs

Smartbombs are a high slot module, often fitted to Battleships, that deal an area of effect damage. The benefit that Smartbombs provide to Gate Campers is that they do not need to lock a target to damage their target. A Gate Camper will often sit with their Battleship aligned between two Gates and use D-Scan to tell when a weaker target is in warp to them, such as a Shuttle or a Frigate. They are one of the main reasons why we do not recommend using a Shuttle to travel to the NSC as you can be killed instantly. Another benefit for Gate Campers is that Smartbombs will also kill the targets pod before they can warp out. The two main ways to avoid Smartbombing is to use tactical bookmarks so that you do not land in the area of effect, and to ensure that you have at least a little tank fitted to your ship to survive should you somehow still find yourself inside the damage area.

Travel Advisory

Please do not attempt to move to the campus unless you are already accepted into Eve University, blue to the Ivy League alliance or you understand the risk of losing your ship and your pod to pilots from the Ivy League and/or other threats in the area, as we are a Not Blue Shoot It community. It is highly recommended that you come to the campus with an Intro to the NSC fleet if you find one being run, although everyone is free to travel by themselves if they choose to. The Introduction Fleet will explain in detail, as part of the lesson, how to travel safely in Null-Sec. When in doubt, please ask in NSC Standing Fleet chat, the 'NSC (EVE Uni)' chat channel, or in Mumble for advice or an escort. We will help you get to us.

Due to the dangers of travelling in NullSec, it is recommended that new pilots only bring themselves to the NSC initially. Without experience, players who try to move their own ships and assets to Syndicate are highly likely to lose them. The NSC offers instant reshipping contracts for new members to quickly buy a range of ships that fit within the NSC fleet Doctrines. The NSC also offers free Jump Freighter Transport to move assets from a number of different stations to Syndicate.

Ship Travel Fitting

Main article: Travel fits

Due to the dangers associated with NullSec, there are limited options for moving quickly and safely between systems. The main Travel fits page has a wealth of information regarding fitting principles and it is highly recommended that new members to NSC read it however, for the purpose of your first trip into Syndicate, we have four options.

Shuttles

The cheapest, near safest, and most accessible option is the Shuttle. No skills are required to fly the shuttle, and shuttles are very cheap. They provide passive nullification to warp disruption fields (bubbles), and have an align time of less than 2 seconds. Additionally, they fly at 5 AU/s, which while not *extremely* fast, is significantly faster than many other options. Shuttles are most vulnerable to smart bombs, which can be avoided by not flying directly from gate to gate. Bouncing off celestials or flying to a gate tactical bookmark makes the Shuttle an extremely difficult target to kill, and makes your commute to NSC fast and (relatively) safe.

Interceptors

In May 2021, Fleet Interceptors lost their innate passive interdiction nullification. While this change didn't entirely kill the "travelceptor" (A travelceptor is an interceptor fit to achieve a less than 2 second align time, with warp disruption nullification), a new and separate module is now required to be fitted to achieve the same functionality. This new Interdiction Nullifier must be activated when the ship enters warp. The advantages of a Travelceptor over a Shuttle is increased cargo capacity, and significantly more tank (in the case of flying into smart bombs). Travelceptors used to be a near requirement to live in null sec space comfortably, but with the addition of passive interdiction nullification to Shuttles, the uses of Travelceptors are much more limited, now.

Covert Ops

For the purpose of travelling, we will classify Covert Ops as any ship that can fit the Covert Ops Cloak. This utility high-slot module allows a ship to travel completely cloaked, including inside Bubbles. A Bubble will still prevent the ship from entering warp however, so pilots will need to manually fly out of a Bubble first then warp to a Gate Tactical Bookmark. While this does offer a high level of protection, a skilled Gate Camp can de-cloak a pilot. For those who can fly it, the Travel Interceptor is considered a better option over the Covert Ops.

Routes to the NSC

From HSC (Amygnon), LSC (Eugales)

Route from Slays to PC9

There are two main routes into the NSC's area of null security space from these locations:

  • Through Harroule (LowSec) and MHC-R3 (NullSec)
  • Through Reblier (LowSec) and 6-CZ49 (NullSec) Reblier is considered the more dangerous route.

Other routes should be avoided unless you know the area very well. In particular, avoid Orvolle/PF-346. Both of the low sec/null sec gates are frequently camped and for your first trip to the NSC you are strongly advised not to attempt to reach the campus unassisted.

  • Join the NSC standing fleet and Mumble channel.
  • Ask for intel on the route, and decide whether to use the Harroule or Reblier routes based on that intel.
  • Ask for a scout; in many cases, someone will be able to go to your null sec entry system (MHC-R3 or 6-CZ40) to let you know the best time to enter, and provide a guide the rest of the way.
  • Set your autopilot destination to your chosen entry system, then "add waypoint" to PC9-AY.
  • On arrival in PC9-AY, dock at the NSC home station (Intaki Commerce Trading Post) (***Use the Public Instadock BookMark and not the standard station mark.***) and set your jump clone.
  • Welcome to the NSC!

Taking the Pod Express

This can only be done once per year, and so it is recommended to use the other methods.
Pod Express

This method will cost you a new medical clone, but it's safer and faster than traveling.

  • Jump into a clean clone (you will lose your implants) and dock in any station with medical/cloning facilities.
  • Right click your ship and select Leave ship.
  • Open the Medical window from the station interface and click Change Station at the bottom.
  • A list of available stations will pop up, select PC9-AY. (This list only shows stations where E-UNI has an office as well as your starting NPC corp)
  • Self destruct by selecting the option in the station menu
  • Once the countdown is over, you'll wake up in PC9-AY.
  • Welcome to the NSC!