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User:Frandetta: Difference between revisions

126 editsJoined 17 February 2010
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Definition non-engagement: If an enemy ship has not fired a shot, they are allowed to use gates and/or dock in stations while those who have aggressed (used any kind of offensive module on an enemy ship) cannot use gates or dock for 60 seconds.<br>
 
Definition disengages: If an enemy ship has not fired a shot in the last 60 seconds, they are allowed to use gates and/or dock in stations while those who have aggressed (used any kind of offensive module on an enemy ship) cannot use gates or dock for 60 seconds.
Alright, the next topic we'll be touching on is non-engagements or disengagements. I would define it as an enemy ship ceasing hostile actions in an attempt to either dock up, or jump through a gate. So to understand that, ships cannot use gates or dock for 60 seconds after using a module against another ship. That includes ECM, tackling, DD, and a variety of other modules. This tactic is extremely common and is the #1 reason that I've seen for fleets missing kills.
Recognizing disengages: Nobody aggressed.<br>
 
Avoiding disengages: Nothing to avoid, as there is no danger.<br>
Recognizing a non-engage is simple, as a target that isn't flashy will not become flashy, or because no fleet member will have been aggressed (communication within a fleet is vital to find out if someone has been engaged). Recognizing disengages can be much more difficult. It too requires communication. The person who had been under attack from the target must recognize that the target is no longer attacking, and must try to relay that information.
Countering diesngages: Tackle on other side, or half aggression.<br>
 
Countering both non-engages and disengages is nearly the same. A tackler guarding the other side of a gate will be able to tackle a lone ship trying to align and warp off on the other side. For non-engages an FC may elect to simply split the fleet in half. With one half engaging on the current side of the gate, and the other half jumping through in anticipation. The most difficult part of this, is convincing fleet members to not engage, as everyone wants to be on the killmail. But as I'll demonstrate in the practical, when everyone engages, nobody gets on the killmail.
 
A subset of disengages and non-engages that I'm not as knowledgeable about, but will discuss briefly, is station games. This is when a target choses to undock and allow themselves to be aggressed with the purpose of determining an enemy fleet's disposition. If you do not know a system, do not play docking games there. There are multiple kinds of stations. Some will undock you within the docking range and some outside of it. What this means in practice is that you may end up having to travel back towards a station before being able to dock again (very risky proposition unless you're in a heavily tanked ship). So this is a case where information is power, and if you don't know the station, don't play the game there.
 
Are there any questions about disengages and non-engages?
 
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Definition bait: A heavily tanked ship acting as a lure for others to attack while a main force lies in wait to counter-attack.<br>
Definition bait: A heavily tanked ship acting as a lure for others to attack while a main force lies in wait to counter-attack.<br>
Recognizing bait: Selected ship types and predictable bait.<br>
Recognizing bait: Selected ship types and predictable bait.<br>
Avoiding bait: Choose battles carefully.<br>
Avoiding bait: Choose battles carefully.<br>
Countering bait: Reserve fleet.<br>
Countering bait: Reserve fleet.<br>