Difference between revisions of "Gate camps"

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* Sacrifices depth and effectiveness for high mobility and flexibility.
 
* Sacrifices depth and effectiveness for high mobility and flexibility.
  
An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0m and cruiser and smaller craft orbiting the gate between 1000-2000m. Fleet interceptors and destroyers specifically fitted for fast locking can sit at 0m with 0m/s speed with MWDs on. These ships can be at 0m from a gate with 0m/s speed and their MWDs on. Offensive gatecamp allows the fleet to remain mobile, able to jump through the gate in pursuit of an enemy.
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An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0m and cruiser and smaller craft orbiting the gate between 1000-2000m. Fleet interceptors and destroyers specifically fitted for fast locking can sit at 0m with 0m/s speed with MWDs on in order to quickly give chase to hostiles jumping through. Offensive gatecamps allow the fleet to remain mobile, able to jump through the gate in pursuit of an enemy.
  
 
== Defensive Gatecamp ==
 
== Defensive Gatecamp ==

Revision as of 04:13, 9 July 2012


Offensive Gatecamp

  • All ships stay within jump range of the gate, ready to pursue an enemy or move on.
  • Sacrifices depth and effectiveness for high mobility and flexibility.

An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0m and cruiser and smaller craft orbiting the gate between 1000-2000m. Fleet interceptors and destroyers specifically fitted for fast locking can sit at 0m with 0m/s speed with MWDs on in order to quickly give chase to hostiles jumping through. Offensive gatecamps allow the fleet to remain mobile, able to jump through the gate in pursuit of an enemy.

Defensive Gatecamp

  • Fleet is spread out around the gate at optimal attack ranges.
  • Useful for defensive or ambush purposes.
  • Sacrifices mobility for combat effectiveness.

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. Fleet interceptors and destroyers specifically fitted for fast locking can sit at 0m with 0m/s speed with fleet drones (if deployed) assigned to them. 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. This type of gatecamp is useful 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.