Difference between revisions of "Gate camps"

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[[Category:PvP]]
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A '''gate camp''' or '''gatecamp''' occurs when pilots gather to stay at or near ("camp") a [[Stargates|gate]], in the hope that potential targets will jump in through the gate and be unable to escape. Gatecamps vary in scale from a handful of pilots to relatively large fleets, and in duration from a minute's pause during a small gang roam to rolling, multi-day, cross-timezone lockdowns imposed by large nullsec alliances for strategic reasons.
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The exact mechanics and tactics involved in gatecamping depend on whether the camp is in highsec, lowsec, or nullsec. [[Wormhole|Wormholes]] can also be camped using techniques similar to those used for nullsec gates.
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Though gate camps are often experienced by newer players as a sudden and unavoidable doom, there are ships, techniques, and intel tools which make contact between a prepared gate camp and a prepared traveller a relatively even contest.
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== Purposes ==
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Groups gate camp for a variety of reasons.
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A group being attacked in their own space by a roaming PvP pilot or gang might form a gate camp specifically to block or catch their attackers. Or a group might camp simply to generate [[EVE_Lexicon#Content|Content]] for pilots with nothing better to do.
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Some players gate camp as a profession, to earn money. Given the risks involved, this must be done with care, weighing up how to achieve the most cost-effective ship and fit choices.
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In player warfare, groups camp gates for strategic reasons: to close off access to a region to the enemy, for instance, or to plug a wormhole so that its defenders cannot bring in more pilots.
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== Mechanics and techniques ==
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When a ship jumps through a gate, it spawns at a randomly selected spot 12 km from the edge (not centre) of the gate model. It has 60 seconds of gate cloak and invulnerability.
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Gate models [[Stargates#Spawn_distance|vary in size]]. Someone coming through a Minmatar border gate could spawn at roughly 50 km from a ship sitting at 0 on the gate itself. This means that some gates are harder to camp than others.
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To defeat a gate camp, the ship must either warp off, or return to the gate and jump back through to the other side ("crash" the gate).
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=== Warping ===
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To enter warp, the ship must point itself towards its warp destination and accelerate to 75% of its maximum speed ''before'' the camp can apply warp disruption to it.
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To prevent this, you can use ships with range bonuses to their [[Tackling|tackle]] modules, such as [[interceptors]] or the [[Keres]], and ships with local or remote sensor boosting to increase their scan resolution, reducing target locking time. Additionally, in nullsec, wormholes, and Pochven, the gate can be bubbled with a warp disruption field from an [[interdictor]], a [[HIC]], or an anchored bubble, and any ship which spawns within the bubble(s) will be unable to warp off unless it is interdiction-nullified.
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Fast ships might be able to outpace their attackers, move beyond warp disruption range, and leave. Camps therefore often try to web such targets. To do this you can use ships with web range bonuses such as the [[Hyena]], [[Cruor]] or [[Rapier]], and/or ships with web strength bonuses such as the [[Daredevil]] or [[Vigilant]].
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Ships with micro-jump modules fitted—potentially command destroyers, deep space transports, and T1/T2 battlecruiser and battleship hulls—can also micro-jump out of a bubble or away from warp disruption; they cannot micro-jump if they are warp-''scrambled''. Campers therefore often try to warp-scramble such targets.
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=== Crashing gate ===
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To crash gate, the camped ship must travel 12 km back to the gate model without dying from the gate camp's fire. It can use defensive, tanking modules to do this, such as shield boosters or armour repairers, and it can use [[propulsion equipment]] to speed itself up, such as afterburners and MWDs. It should ''not'' do anything which would give it a [[Timers#Weapon_Timer|weapon timer]], as a ship with a weapon timer cannot jump through a gate. This means that it cannot use EWAR including ECM bursts, EWAR drones (or any other kind of drone), or any weapons.
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To prevent ships from crashing gate, campers can use warp-scrambling to shut down MWDs, webs to slow the ship's speed, energy neutralizers to shut down any active tank, and fast-applying burst DPS or alpha-strike damage to kill their target quickly. You can also use a command destroyer to "boosh" a target 100 km off the gate, which stops them from crashing.
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Crashing gate is a good tactic for a ship that has jumped from highsec into a gate camp, or from high- or lowsec into a nullsec bubble camp, as the other side of the gate is relatively safer. It also works if the whole camp actively attacks the target ship on the side where that ship crashes, giving themselves weapon timers and preventing themselves from following through the gate. Crashing gate is less likely to succeed if the camping gang can split across both sides of the gate.
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=== Cloaking ===
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A ship which breaks its gate cloak and then activates a fitted [[Cloaking|cloak]] will appear briefly on the campers' overviews, and then disappear again.
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A ship which can warp cloaked, using a Covert Ops cloak, such as a covert ops frigate or a force recon cruiser, can then warp off while cloaked. If in a bubble, such a ship can slowboat to the edge of the bubble, and then warp off. If the ship ''also'' has an Interdiction Nullifier, the pilot should pause to plan and then, as fast as possible:
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# Break cloak by aligning
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# Start the nullifier
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# Cloak up
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# Warp
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Matters are more complicated for a ship which cannot warp cloak but has a prototype cloak fitted. Slow ships with a prototype cloak and an MWD can use the [[cloak trick]] to cloak up, pre-align, uncloak and warp off—provided they are not in a bubble. In a bubble, they must then very slowly edge out beyond the bubble without coming within 2500 m of anything else, then break cloak and warp off.
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To counter ships which cloak but must then stay on grid before warping off, a camp can use one or more designated "decloaker" ships. These should be fast-moving, fast-locking ships with long tackle ranges; fleet interceptors are ideal. The decloaker should sit at 0 on the gate, with its MWD cycling. When a ship breaks its gate cloak, the decloaker should Approach the target. When the target cloaks, the decloaker should set their own ship's speed to maximum; this drives the decloaker straight towards the cloaked ship's last position. Assigning drones to the decloaker gives it more objects with which to break the target's cloak.
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=== Smartbombs ===
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[[Smartbombs]] are short-range area-of-effect weapons centred on the ship that fires them. Smartbombs let a camp side-step the problem of having to target-lock and tackle small, fast-aligning ships: if large ships can cover the spawn area of a gate with smartbomb fire, they will stand a good chance of killing everything small that comes through.
  
A '''gate camp''' or '''gatecamp''' is created when pilots gather to stay at or near ("camp") a gate, in the hope that potential targets will jump in through the gate and be unable to escape.
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Smartbombs can technically be activated in high sec space, but they are very likely to hit innocent bystanders and get the user [[CONCORD]]ed, so they are not usually used there. To be effective, a smartbombing camp usually needs to use larger, slower ships, ideally battleships, and therefore must stake more ISK on the field with less chance of an easy escape if the camp is attacked.
  
Gatecamps vary in scale from a handful of pilots to relatively large fleets, and in duration from a minute's pause during a small gang roam to rolling, multi-day, cross-timezone lockdowns imposed by large nullsec alliances for strategic reasons. Groups gatecamp for a variety of reasons: sometimes to trap particular targets, sometimes in the hope that a particular bottleneck gate will deliver lucrative kills, and sometimes to generate [[EVE_Lexicon#Content|Content]] for pilots with nothing better to do.
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== Camps by type of space ==
  
The exact mechanics and tactics involved in gatecamping depend on whether the camp is in highsec, lowsec, or nullsec. [[Wormhole|Wormholes]] can also be camped using techniques similar to those used for nullsec gates.
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=== Highsec  ===
  
== Offensive gatecamp ==
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Since attacking others in highsec space brings down the inevitably lethal wrath of CONCORD, gate camps in high sec space are typically used to try to catch targets in inter-alliance [[Corporation_diplomacy#Wars|wars]], or by [[Suicide ganking|suicide gankers]] who accept the loss of their ships in order to destroy high-value prey.  
* 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 usually imposed quite briefly by a fleet or small gang during a longer roam. Typically, battlecruisers and larger ships stay tucked into the gate at 0m, and cruisers 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.
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With no bubbles and with smartbombs rendered impractical by CONCORD, high sec campers must use fast-locking ships and highly-effective tackle. Suicide gankers must use high alpha damage.
  
Offensive gatecamps allow the fleet to remain mobile, able to jump through the gate in pursuit of an enemy.
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=== Lowsec  ===
  
== Defensive gatecamp ==
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Camping in lowsec is in some ways more challenging than camping in nullsec, because [[Security_status#Sentry_guns|gate guns]] present a danger to small camping ships, and bubbles cannot be used. Campers who have numbers can use small ships such as the Keres backed up by [[logistics]] support to keep them alive under gate gun fire. Campers who do not have many players can use ships such as the [[Gnosis]], which is relatively large and tough but can be fitted to lock fast, and/or smartbombs.
* Fleet is spread out around the gate at optimal attack ranges.  
 
* Useful for defensive or ambush purposes.
 
* Sacrifices mobility for combat effectiveness.
 
* Drones are out
 
  
A defensive gatecamp is better prepared for targets that jump ''in'', but is less ready for its own members to jump ''out''. 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.
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Gate guns lose interest in someone once they warp, even if they warp within the same grid. A lowsec camp often, therefore, "resets" the gate guns after a kill by warping to tactical bookmarks on the grid, and then warping back down to the gate.
  
It is not suited for mobility however, since many ships will need to a tactical bookmark or 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.
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=== Nullsec and Pochven  ===
  
== Smartbombing gatecamp ==
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With the added option of bubbles and no gate guns, camping in nullsec is in some ways easier, and campers can use the full range of PvP tools to catch targets.
[[File:Smartbombing Gatecamp.png|thumb|right|alt=Smartbombing gatecamp|Smartbombing gatecamp]]
 
A special form of gatecamping utilises [[Smartbombs]] as a way to deal damage to enemy ships when they either land in a bubble or directly at the gate. Smartbombing gatecamps are only viable in nullsec and lowsec; in highsec a neutral non-target ship is almost certain to wind up being hit, which will draw CONCORD down on the smartbomber. Battleships are commonly used, as they can fit a high number of smartbombs and can tank the gateguns in lowsec.
 
  
As can be seen in the picture, smartbombs at the gate are usually set up at >6250m, so they do not overlap with the gate. Any ship warping to a gate will have a short period between landing and jumping the gate. This time is utilised by the smartbombing ship(s) to deal damage.
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Pochven's geography lends itself especially well to gatecamps, as the region is arranged in a triangle of linear pipes, with most systems having only two gates. To some extent, this friendliness to camping is balanced out by the ease of Pochven entry and exit via filaments and wormholes.
  
Smartbombing gatecamps pose a particular risk to pods: in a normal gatecamp in lowsec space, a pod can normally warp out scot free after a ship loss, but smartbombs can damage and destroy a pod quickly before this happens.
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=== Wormholes ===
  
== Hostile gatecamp ==
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Wormholes can be camped like any other chokepoint, using the full set of nullsec tools. Wormholes ignore weapon timers and instead limit player jumps via [[Wormholes#Polarization|polarization]]. Wormholes which are likely to draw high traffic, e.g. wormholes which lead to highsec systems near Jita, are particularly often camped.
[[Image:X9qlFx3.jpg|thumb|right|alt=A Low-Sec gate camp|A Low-Sec gate camp.]]Hostile gatecamps are common throughout New Eden. Pipes from high security space going into low security space are some of the most common routes that are camped. There are multiple types of gatecamps to be on the lookout for, a few include:
 
  
* Highsec war target gatecamps
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== Avoiding camps ==
* Lowsec to highsec routes
 
* Nullsec gatecamps with bubbles
 
  
=== Dealing with hostile gatecamps ===
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If you want to be sure to avoid gatecamps, ensure your journey is [[Scouting|scouted]] by someone else or by an alt. Outside of high sec, where camps are obscured by general traffic, sensible scouting more-or-less guarantees that you won't unknowingly toss your main ship into a camp. This is the single best method to avoid gatecamp problems.
  
* Always ask whether "eyes" (someone in the system that can see what is going on) are available in an intel channel or in voice comms before jumping into a system you may suspect is being camped.
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Remember that "Only fly what you can afford to lose" applies to cargo as well as your ship! If you're about to transport valuable cargo in an unsafe way, stop and consider your options. Perhaps your corp's hauling service or a commercial operation such as PushX or Red Frog can move it for you more safely; perhaps you can break it up into cheaper loads to spread the risk; perhaps you can pick a better ship.
* If you are asked to check for a gatecamp, create a safe within directional-scan range of the gate so you can scan it for combat ships. If you are pressured for time and have no safe, see if there are any non-threatening celestial (moons are good) within d-scan range of the gate which you can warp to at 100 to scan the gate. Report your findings in the appropriate intel channel. Relay information on the camp's fleet composition if possible. You can use a tool such as [https://dscan.info/ dscan.info] to pass on information about large numbers of ships on scan at once.
 
* While waiting for intel, never sit on grid on the opposite gate. Always wait for intel in a safe, or (better) while bouncing between multiple safes.
 
* Some gatecamps keep their own eyes on the other side to prepare for people jumping through. Check the Local chat channel (which you should in any case always watch like a hawk while in potentially-hostile space): if no one else is in the system with you, you are not being watched. If there are other people, one of them might be sitting in a cloaked ship watching the route.
 
* If you cannot get eyes on a camp and it is safe to assume the gate is camped, try to take an alternate route.
 
* If you do jump through into a gate camp, hold your cloak and stay as calm as possible (you have a full minute of gate cloak), then quickly burn back to the gate and jump though. Make sure you activate and [[Overheating|overheat]] all your hardeners and prop mods!
 
* A tactically-astute gatecamp will have one or more members avoid aggressing and jump through to the other side, to catch you after you burn back to the gate, but they won't be as well-prepared as the people on the main camp side, and you might escape them.
 
* Only attempt to warp away after jumping in, rather than burning back to the gate, if you are in something small and fast with a low align time. Some gatecamps have a tackle that can insta-lock.
 
  
=== Bubbled gatecamps ===
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=== Routefinding ===
You will only find these kind of gatecamps in nullsec. Some of the techniques used for lowsec gatecamps can be applied to these. The difficulty with nullsec camps is that multiple gates in the system can be camped using drag bubbles, and you could potentially be camped from your warp ''to'' the gate as well as after your jump ''through'' the gate.
 
[[File:Warpdisruption.jpg|center|]]
 
As you can see from the image, warping in on the axis of the bubble will drag you into it, catching you off of the gate, making you a very easy target. Remember, though: bubbles prevent you from warping, but they will not deactivate prop mods, so you can still overheat your propulsion and try to burn out of them.
 
  
If you are planning any travel in nullsec it is worth reading up on [[Tackling#Warp_disruption_fields|bubble mechanics]]. A rule of thumb in nullsec is to do everything possible to '''avoid warping directly from gate to gate''' in any system which is not entirely empty or filled only with confirmed allies.
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Many chokepoints in EVE's geography are fairly obvious if you look at a map, and you can forewarn yourself simply by looking at the shape of the gate network. If there is a clear chokepoint, then people are more likely to camp there than elsewhere. Chokepoints at the entrance to lowsec shortcuts or to nullsec are especially popular camping locations. Similarly, if you plan to take the [[Thera]] entrance hole nearest to Jita, you should immediately ask yourself whether it is likely to be camped.
  
Like smartbombs, bubbles pose a particular risk to pods: after a ship loss, a pod in a bubble cannot warp away, and must slowly move out of the bubble, with no propulsion module to assist. This is one of the main reasons why pilots flying in nullsec are advised to use clones with either no implants or only inexpensive implants.
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Near-up-to-date data can add another useful layer. Dotlan can show you recent figures for ship and pod kills in a system. If you see a chokepoint system with high ship kills, there's a decent chance of a gatecamp there. Manually checking a system on [https://zkillboard.com zKillboard] will give you even more up-to-date information.
  
==== Using a bounce ====
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The third-party [https://eve-gatecheck.space/eve/ Gatecamp Check] tool can automate some of this intel-gathering work. This tool will scout your route using zKillboard and try to identify any camps along the route, colouring the camped systems in red. If smartbombs, interdictors or HICs are present on the kill reports for the camp it will post a large warning for that system. Since this website pulls from zKillboard, it can be delayed for 15–30 minutes in reporting a new camp. If you are camping and you want to avoid intel detection, this gives you a rough idea of how often you might want to consider shifting position!
A "bounce" is a bookmark used to counter drag and catch bubbles. It allows you to warp to a gate off of the axis that bubble is placed on, so that you will land near the gate instead of the bubble, then warp from the bounce to the gate and jump.
 
  
The reason why bubbles pull you out of warp like this is because when you warp EVE draws an invisible line between you and your destination, the line also extends beyond your target location by about 90km. When there's a bubble on that line, even the extra 90km, the game says "You've been caught in a bubble!" and warps you to the bubble instead of your target. That's what makes it possible for the bubble to "drag" you '''''past''''' the gate. By warping to a bounce you (ideally) avoid letting this happen.
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=== Ship choices ===
  
If no bookmarks are available, a pilot can bounce from a celestial in-space that allows the player to route around likely bubble alignments. Other nicknames for bounce bookmarks are "ping" and "tac" (strictly speaking "tactical bookmarks" is a larger category including other types of bookmark).
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Many ships can break through a small camp if fitted and flown well. A few ships are challenging for even a large, well-set-up camp.
  
* Some players have bounces for most systems in their corp bookmarks depending on what corp they are in. Use these if you have them.
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* Shuttles have built-in interdiction nullification and can align in less than 2 seconds with good Navigation skills. They are functionally immune to any gate camp that doesn't use smartbombs, but extremely vulnerable to smartbombs.
* If you do not have corp bookmarks you will have to set up a bounce later on when the gate is not being camped and the system is clear of hostiles and neutrals.
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* Fleet interceptors can fit interdiction nullifiers, a basic tank, and enough agility modules to align in less than 2 seconds.
* If you need to get through and you have no bounces you can use a nearby moon, planet, belt, or Customs Office as a bounce as these are usually off of the axis of any bubbles. Try to use a celestial closest to your target gate.
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* Blockade runners can warp cloaked and fit interdiction nullifiers.
* D-scan is your friend: make sure to know how many bubbles are on the gate before you commit to using a celestial as a bounce.
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* Deep space transports can fit interdiction nullifiers and micro jump drives. They also get big bonuses to the effects of overheating propulsion modules and tank modules, letting them shrug off lots of damage and flee out of bubbles or crash gate quickly.
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* Jump freighters can ignore the gate network and teleport themselves around the galaxy—but they require ISK, SP, and substantial intel and infrastructure support.
  
==== Setting up a Bounce ====
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=== Fitting ===
Setting up a bounce is simple. When the system you would like to create a bounce is clear, warp to your target gate. If you land in a bubble, just burn back to the gate. Once you are on the gate burn above or below the gate at least 150km off (200km+ is preferable) and set a bookmark. You will now be able to use this bounce and safely avoid bubbles.
 
  
To do this quickly, use a small, fast ship, such as an interceptor or fast T1 frigate, fitted with a MWD.
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Fast alignment is very handy for escaping camps that do not use bubbles. In fitting for alignment times, remember that alignment times only matter at the game's "tick rate", the 1-second communication between client and server: a ship with a 2.01-second alignment time and a ship with a 2.99-second alignment time will both functionally align in 3 seconds.
  
==== Third Party Websites ====
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High speed is useful for burning out of bubbles. Microwarpdrives are excellent for this unless or until you get warp-scrambled. Oversized afterburners are good for this and are immune to warp scrambling, but take a little while to get up to speed and don't corner well.
  
Several third party websites are useful for scouting ahead along your path.
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A prototype cloak and an MWD will let a slow ship perform the [[cloak trick]].
  
1. Use https://eve-gatecheck.space/eve/ to check your route before and during your journey.  This tool will scout your route using ZKillboard and identify any Gatecamps along the route, coloring the camped system in red. If Smartbombs, Interdictors or Heavy Interdictors are present on the kill reports for the Gatecamp it will post a large warning for that system.  Since this website pulls from ZKillboard it can be delayed for 15-30 minutes in reporting a new Gatecamp.
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Warp stabilizers will let a ship shrug off some types of tackle, but do not nullify the effects of bubbles. Interdiction nullifiers nullify the effects of bubbles but do nothing about tackle from ships that have locked onto you.
  
2. Interrogate each system along your route individually using https://zkillboard.com.  This is the method that gives you the most up to date details about a system, however is the most labor and time intensive.
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A strong buffer or burst-active tank is useful if you want to crash gate.
  
3. Map your route using https://evemaps.dotlan.net/route.  This tool will provide you intel along your route, including recent ship and pod kills, but not immediately identifying a Gatecamp like the first link above.  This tool updates hourly, so will not identify a newly camped system.
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[[Category:PvP]]
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[[Category:Fleets]]

Revision as of 23:48, 23 July 2022

A gate camp or gatecamp occurs when pilots gather to stay at or near ("camp") a gate, in the hope that potential targets will jump in through the gate and be unable to escape. Gatecamps vary in scale from a handful of pilots to relatively large fleets, and in duration from a minute's pause during a small gang roam to rolling, multi-day, cross-timezone lockdowns imposed by large nullsec alliances for strategic reasons.

The exact mechanics and tactics involved in gatecamping depend on whether the camp is in highsec, lowsec, or nullsec. Wormholes can also be camped using techniques similar to those used for nullsec gates.

Though gate camps are often experienced by newer players as a sudden and unavoidable doom, there are ships, techniques, and intel tools which make contact between a prepared gate camp and a prepared traveller a relatively even contest.

Purposes

Groups gate camp for a variety of reasons.

A group being attacked in their own space by a roaming PvP pilot or gang might form a gate camp specifically to block or catch their attackers. Or a group might camp simply to generate Content for pilots with nothing better to do.

Some players gate camp as a profession, to earn money. Given the risks involved, this must be done with care, weighing up how to achieve the most cost-effective ship and fit choices.

In player warfare, groups camp gates for strategic reasons: to close off access to a region to the enemy, for instance, or to plug a wormhole so that its defenders cannot bring in more pilots.

Mechanics and techniques

When a ship jumps through a gate, it spawns at a randomly selected spot 12 km from the edge (not centre) of the gate model. It has 60 seconds of gate cloak and invulnerability.

Gate models vary in size. Someone coming through a Minmatar border gate could spawn at roughly 50 km from a ship sitting at 0 on the gate itself. This means that some gates are harder to camp than others.

To defeat a gate camp, the ship must either warp off, or return to the gate and jump back through to the other side ("crash" the gate).

Warping

To enter warp, the ship must point itself towards its warp destination and accelerate to 75% of its maximum speed before the camp can apply warp disruption to it.

To prevent this, you can use ships with range bonuses to their tackle modules, such as interceptors or the Keres, and ships with local or remote sensor boosting to increase their scan resolution, reducing target locking time. Additionally, in nullsec, wormholes, and Pochven, the gate can be bubbled with a warp disruption field from an interdictor, a HIC, or an anchored bubble, and any ship which spawns within the bubble(s) will be unable to warp off unless it is interdiction-nullified.

Fast ships might be able to outpace their attackers, move beyond warp disruption range, and leave. Camps therefore often try to web such targets. To do this you can use ships with web range bonuses such as the Hyena, Cruor or Rapier, and/or ships with web strength bonuses such as the Daredevil or Vigilant.

Ships with micro-jump modules fitted—potentially command destroyers, deep space transports, and T1/T2 battlecruiser and battleship hulls—can also micro-jump out of a bubble or away from warp disruption; they cannot micro-jump if they are warp-scrambled. Campers therefore often try to warp-scramble such targets.

Crashing gate

To crash gate, the camped ship must travel 12 km back to the gate model without dying from the gate camp's fire. It can use defensive, tanking modules to do this, such as shield boosters or armour repairers, and it can use propulsion equipment to speed itself up, such as afterburners and MWDs. It should not do anything which would give it a weapon timer, as a ship with a weapon timer cannot jump through a gate. This means that it cannot use EWAR including ECM bursts, EWAR drones (or any other kind of drone), or any weapons.

To prevent ships from crashing gate, campers can use warp-scrambling to shut down MWDs, webs to slow the ship's speed, energy neutralizers to shut down any active tank, and fast-applying burst DPS or alpha-strike damage to kill their target quickly. You can also use a command destroyer to "boosh" a target 100 km off the gate, which stops them from crashing.

Crashing gate is a good tactic for a ship that has jumped from highsec into a gate camp, or from high- or lowsec into a nullsec bubble camp, as the other side of the gate is relatively safer. It also works if the whole camp actively attacks the target ship on the side where that ship crashes, giving themselves weapon timers and preventing themselves from following through the gate. Crashing gate is less likely to succeed if the camping gang can split across both sides of the gate.

Cloaking

A ship which breaks its gate cloak and then activates a fitted cloak will appear briefly on the campers' overviews, and then disappear again.

A ship which can warp cloaked, using a Covert Ops cloak, such as a covert ops frigate or a force recon cruiser, can then warp off while cloaked. If in a bubble, such a ship can slowboat to the edge of the bubble, and then warp off. If the ship also has an Interdiction Nullifier, the pilot should pause to plan and then, as fast as possible:

  1. Break cloak by aligning
  2. Start the nullifier
  3. Cloak up
  4. Warp

Matters are more complicated for a ship which cannot warp cloak but has a prototype cloak fitted. Slow ships with a prototype cloak and an MWD can use the cloak trick to cloak up, pre-align, uncloak and warp off—provided they are not in a bubble. In a bubble, they must then very slowly edge out beyond the bubble without coming within 2500 m of anything else, then break cloak and warp off.

To counter ships which cloak but must then stay on grid before warping off, a camp can use one or more designated "decloaker" ships. These should be fast-moving, fast-locking ships with long tackle ranges; fleet interceptors are ideal. The decloaker should sit at 0 on the gate, with its MWD cycling. When a ship breaks its gate cloak, the decloaker should Approach the target. When the target cloaks, the decloaker should set their own ship's speed to maximum; this drives the decloaker straight towards the cloaked ship's last position. Assigning drones to the decloaker gives it more objects with which to break the target's cloak.

Smartbombs

Smartbombs are short-range area-of-effect weapons centred on the ship that fires them. Smartbombs let a camp side-step the problem of having to target-lock and tackle small, fast-aligning ships: if large ships can cover the spawn area of a gate with smartbomb fire, they will stand a good chance of killing everything small that comes through.

Smartbombs can technically be activated in high sec space, but they are very likely to hit innocent bystanders and get the user CONCORDed, so they are not usually used there. To be effective, a smartbombing camp usually needs to use larger, slower ships, ideally battleships, and therefore must stake more ISK on the field with less chance of an easy escape if the camp is attacked.

Camps by type of space

Highsec

Since attacking others in highsec space brings down the inevitably lethal wrath of CONCORD, gate camps in high sec space are typically used to try to catch targets in inter-alliance wars, or by suicide gankers who accept the loss of their ships in order to destroy high-value prey.

With no bubbles and with smartbombs rendered impractical by CONCORD, high sec campers must use fast-locking ships and highly-effective tackle. Suicide gankers must use high alpha damage.

Lowsec

Camping in lowsec is in some ways more challenging than camping in nullsec, because gate guns present a danger to small camping ships, and bubbles cannot be used. Campers who have numbers can use small ships such as the Keres backed up by logistics support to keep them alive under gate gun fire. Campers who do not have many players can use ships such as the Gnosis, which is relatively large and tough but can be fitted to lock fast, and/or smartbombs.

Gate guns lose interest in someone once they warp, even if they warp within the same grid. A lowsec camp often, therefore, "resets" the gate guns after a kill by warping to tactical bookmarks on the grid, and then warping back down to the gate.

Nullsec and Pochven

With the added option of bubbles and no gate guns, camping in nullsec is in some ways easier, and campers can use the full range of PvP tools to catch targets.

Pochven's geography lends itself especially well to gatecamps, as the region is arranged in a triangle of linear pipes, with most systems having only two gates. To some extent, this friendliness to camping is balanced out by the ease of Pochven entry and exit via filaments and wormholes.

Wormholes

Wormholes can be camped like any other chokepoint, using the full set of nullsec tools. Wormholes ignore weapon timers and instead limit player jumps via polarization. Wormholes which are likely to draw high traffic, e.g. wormholes which lead to highsec systems near Jita, are particularly often camped.

Avoiding camps

If you want to be sure to avoid gatecamps, ensure your journey is scouted by someone else or by an alt. Outside of high sec, where camps are obscured by general traffic, sensible scouting more-or-less guarantees that you won't unknowingly toss your main ship into a camp. This is the single best method to avoid gatecamp problems.

Remember that "Only fly what you can afford to lose" applies to cargo as well as your ship! If you're about to transport valuable cargo in an unsafe way, stop and consider your options. Perhaps your corp's hauling service or a commercial operation such as PushX or Red Frog can move it for you more safely; perhaps you can break it up into cheaper loads to spread the risk; perhaps you can pick a better ship.

Routefinding

Many chokepoints in EVE's geography are fairly obvious if you look at a map, and you can forewarn yourself simply by looking at the shape of the gate network. If there is a clear chokepoint, then people are more likely to camp there than elsewhere. Chokepoints at the entrance to lowsec shortcuts or to nullsec are especially popular camping locations. Similarly, if you plan to take the Thera entrance hole nearest to Jita, you should immediately ask yourself whether it is likely to be camped.

Near-up-to-date data can add another useful layer. Dotlan can show you recent figures for ship and pod kills in a system. If you see a chokepoint system with high ship kills, there's a decent chance of a gatecamp there. Manually checking a system on zKillboard will give you even more up-to-date information.

The third-party Gatecamp Check tool can automate some of this intel-gathering work. This tool will scout your route using zKillboard and try to identify any camps along the route, colouring the camped systems in red. If smartbombs, interdictors or HICs are present on the kill reports for the camp it will post a large warning for that system. Since this website pulls from zKillboard, it can be delayed for 15–30 minutes in reporting a new camp. If you are camping and you want to avoid intel detection, this gives you a rough idea of how often you might want to consider shifting position!

Ship choices

Many ships can break through a small camp if fitted and flown well. A few ships are challenging for even a large, well-set-up camp.

  • Shuttles have built-in interdiction nullification and can align in less than 2 seconds with good Navigation skills. They are functionally immune to any gate camp that doesn't use smartbombs, but extremely vulnerable to smartbombs.
  • Fleet interceptors can fit interdiction nullifiers, a basic tank, and enough agility modules to align in less than 2 seconds.
  • Blockade runners can warp cloaked and fit interdiction nullifiers.
  • Deep space transports can fit interdiction nullifiers and micro jump drives. They also get big bonuses to the effects of overheating propulsion modules and tank modules, letting them shrug off lots of damage and flee out of bubbles or crash gate quickly.
  • Jump freighters can ignore the gate network and teleport themselves around the galaxy—but they require ISK, SP, and substantial intel and infrastructure support.

Fitting

Fast alignment is very handy for escaping camps that do not use bubbles. In fitting for alignment times, remember that alignment times only matter at the game's "tick rate", the 1-second communication between client and server: a ship with a 2.01-second alignment time and a ship with a 2.99-second alignment time will both functionally align in 3 seconds.

High speed is useful for burning out of bubbles. Microwarpdrives are excellent for this unless or until you get warp-scrambled. Oversized afterburners are good for this and are immune to warp scrambling, but take a little while to get up to speed and don't corner well.

A prototype cloak and an MWD will let a slow ship perform the cloak trick.

Warp stabilizers will let a ship shrug off some types of tackle, but do not nullify the effects of bubbles. Interdiction nullifiers nullify the effects of bubbles but do nothing about tackle from ships that have locked onto you.

A strong buffer or burst-active tank is useful if you want to crash gate.