Introduction to Solo PvP: Range Control

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

Class Information

The solo PvP lecture series is intended for people who want to learn the basics of fighting alone. This mini-class provides a basic introduction to tackle and propulsion modules in Solo PvP.

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

  • Duration: Under thirty minutes
  • Location: Docked up safely in a station. Followed by Fight Club, solo PvP practice in arranged duels in Amygnon

Class contents:

  • Why range matters in solo PvP (Player versus Player)
  • Tackle and propulsion module combinations
  • Weapon ranges (Kite, Brawl and Scram-Kite)

Student requirements:

  • E-UNI public Mumble server registration - make sure you have Mumble sorted out and operational well before the class begins. See for instructions.
  • Access to the Lecture.E-UNI in-game chat channel
  • Anyone can attend the lecture, but Fight Club is reserved for Uni members

Notes for the Teacher

Required materials:

Class Contents


Welcome to this mini-class on range control in solo PvP (Player versus Player)

The solo PvP lecture series is intended for people who want to learn the basics of fighting alone. This mini-class teaches that the player who is able to choose the distance between her and her opponent will tend to win the fight, and covers the advantages and disadvantages of various tackle, propulsion and weapon modules.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Lecture.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station [in Amygnon if you intend to participate in the practical exercise], or located....]

Everyone ready? OK, then - let's begin....

What is range control?

  • Range control = the power to control how far you are from the enemy
  • Why it matters: weapon range and escape
    • If you can’t hold tackle you can’t win
    • If your enemy can’t hold tackle you can’t lose

Effects of Tackle Modules

  • Warp Disruptor (“point”)
    • 20-25km (25-30 overheated, possibly more with bonuses)
    • Prevents target from warping, does not slow target
    • Maximum range for a solo fight
  • Warp Scrambler (“scram”)
    • 7-9km (9-11 overheated)
    • Prevents target from warping AND turns off enemy’s MWD (microwarpdrive)
  • Stasis Webifier (“web”)
    • 10km (13km overheated)
    • Does not prevent warping, but slows enemy ship by 50-60%

Effective Combinations of Tackle and Propulsion Modules

  • Scram-web range: the slow zone
    • Inside scram-web range an enemy can slow your ship by 50-95%
    • Rock-Paper-Scissors: there is no perfect fit that can win every fight
  • MWD + Point (Kiting)
    • Goal: stay out of scram-kite range, fight with long range weapons
    • Advantage against slower afterburner fits
    • Disadvantage against MWD-Scram
    • In a fleet, this is a “first tackle” fit (prevent the target from warping away)
  • MWD + Scram
    • Goal: get into scram-kite range as quickly as possible
    • Advantage against kiting fits
    • Disadvantage against afterburner fits
    • In a fleet, this is a “second tackle” fit (slow the target)
  • Afterburner + Scram
    • Goal: control range inside scram-kite range
    • Advantage against MWD-Scram
    • Disadvantage against kiting fits

Weapon Ranges

  • Three Ranges
    • Kite (just inside point range, ~20km)
    • Scram-Kite (just inside scram range, ~7km)
    • Brawl (point-blank)
  • Kiting Weapons
    • Light missiles, artillery, railguns, beam lasers, drones
    • Low DPS – heavily outgunned at short range
  • Blasters
    • The most powerful brawling weapon
    • Very short range
  • Pulse Lasers
    • The most powerful scram-kite weapon
    • Somewhat less effective at brawling range
  • Rockets and Autocannons
    • Mediocre DPS at either brawl or scram-kite range
    • Advantage against blasters at scram-kite range
    • Possible advantage against lasers at brawling range

There’s More to Learn

  • Why exactly some guns are more effective at different ranges (falloff and tracking)
  • How missile damage is affected by speed and signature radius
  • Unorthodox prop/tackle module choices: double web, dual prop-mod (fitting both an AB and a MWD), oversized afterburner...
  • Examples of well-fit ships
  • How to win when the enemy has a range control advantage

Class Wrap-up

  • Thanks for attending this class!
  • I would appreciate any feedback from people on how to improve the class
  • Questions ?