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

User:Loyd smith: Difference between revisions

96 editsJoined 1 January 2011
mNo edit summary
mNo edit summary
Line 147: Line 147:
***ALWAYS be in a fleet of at least one.  
***ALWAYS be in a fleet of at least one.  
****This denies the enemy the ability to invite you to fleet.  The message will return to them that they cannot invite you they are already in a fleet.  To the contrary will tell them immediately that you are alone.
****This denies the enemy the ability to invite you to fleet.  The message will return to them that they cannot invite you they are already in a fleet.  To the contrary will tell them immediately that you are alone.
****This also allows you to form a fleet quickly in case you are camped in.  Remember, if they have you camped in you have the advantage of knowing where they are.
****Select the hide details button (so enemies can't automatically see where you are).
****Select the hide details button (so enemies can't automatically see where you are).
****Always require approval as sometimes you will have a corpmate who is in the cooldown period of being kicked (due to a variety of reasons) who will want to come greif you (awoxing, etc).  Not allowing automatic entry to your fleet gives you a modicum of protection.
****Always require approval as sometimes you will have a corpmate who is in the cooldown period of being kicked (due to a variety of reasons) who will want to come greif you (awoxing, etc).  Not allowing automatic entry to your fleet gives you a modicum of protection.
Line 178: Line 179:


**Fleet: As prevously discussed deny the enemy free intelligence and easy access.
**Fleet: As prevously discussed deny the enemy free intelligence and easy access.
**Live Intel:  Keep an eye on your Intelligence channels.  Seeing an enemy suddenly start headying your way may indicate they used a Locator agent on you.  This gives you time to dock up and ship up (to a combat ship) or to jump elsewhere.
**D-Scan:  Your last line of defense
***Set your D-Scan to max range (9999999999 and it will auto correct to max).
***Scan every 15-20 seconds.  It sounds annoying but you eventually get used to it.
****If you see anyone on D-Scan who you don't recognize dock up.
****If you see sister's probes on D-Scan and you dont have an aboslute certainty who is scanning, dock up.
****If you see a large number of ships on D-Scan that is unusual (Why are there six Thrashers?) dock up.
****Remember your enemy can use ooc gankers just as easily as you can and while you should be paying attention to local if you miss them there, you should catch them here.
**Acceleration Gates:  Removing the Myth.
***Advantages:  When you have an acceleration gate you know where the enemy will warp in at on grid 100% of the time.  Get 80 to 100 km distance from the gate such that if the enemy warps on grid you have distance between them and you.
***Disadgantage:  Slower moving ships take longer to get out of distance from the gate and can be vulnerable during the time they are burning away.
***When present consider them as an extra layer of buffer between you and your enemies.
**Fighting Aligned: 
***This allows you to warp off nearly instantly when the enemy first shows up on grid.
***This allows you to warp off almost instantly if your tank begins to break.
****Missles users have an easier time at this as they can align to a safe point and remain aligned that way.  If done properly, you will never be aligned to where an enemy may be warping in from.
****Other weapon systems can align to celestials near the direction they are changing direction to (to optimize tranversal) to help with this.