Difference between revisions of "Kiting in Sovereign Nullsec"

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Generally, you want to go 1.7km/s or above, and be able to apply good dps out to OH point range, so about 28 km. Some tank is useful, but don't sacrifice too much speed or range for it, oftentimes you mostly need your tank when you already screwed up and got scrammed, and then you will probably die anyways.
 
Generally, you want to go 1.7km/s or above, and be able to apply good dps out to OH point range, so about 28 km. Some tank is useful, but don't sacrifice too much speed or range for it, oftentimes you mostly need your tank when you already screwed up and got scrammed, and then you will probably die anyways.
  
Please find some proposed fittings in the [[Kiting in (sov)null - Fittings]])-subpage to this article.
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Please find some proposed fittings in the [[Kiting in (sov)null - Fittings]]-subpage to this article.
  
 
==FCing==
 
==FCing==

Revision as of 12:27, 24 November 2013

This is a basic introduction to small cruiser-sized kiting fleets into nullsec, specifically sovnull, with the intent of catching ratters and being able to kite response fleets, using high mobility to escape if necessary.

Small kiting gangs are in multiple ways a different skillset compared to the usual way the uni tends to fight - fast-paced, agile hit-and run facing superior forces instead of jumping/baiting people with a slow-moving larger fleet. It requires a different mindset and active decision-making of every individual pilot, thus somewhat more piloting-skill intensive.

There is an extra section with tipps and tricks for the skirmishers that are a crucial part of this fleet, as cathing ratting ships is quite difficult and requires far more knowledge than the basic "spiraling and keeping point" approach of a tackler. Good skirmishers is what makes or breaks this playstyle.


Mindset and Piloting

Unlike your usual uni fleet, in sov null we are not the biggest fish in the pond - nullbears don't like to be disturbed, so if they form up a fleet to hunt us, it will be too big and mean to take on in a brawl, and anything too slow will die. Kiting however enables us to pick our targets and destroy what we can, while avoiding what we can't take on - in both senses, on grid with a hostile fleet and moving around in space.

So keeping this in mind - during an engagement, dont't get scrammed. Every pilot has to manage his range individually, depending on position and ship speed. Even without much experience FCing, it is not hard to tell at what point numbers get overwhelming or key ships like rapiers and lokis show up, so at that point nobody should be surprised if the FC calls for people to gtfo. Being able to make these calls is a matter of experience and practice, most important is the mindset of "flying on your own" - the FC calls primaries and decides when to run, but won't babysit you. The same applies for travelling/hunting, you should have dotlan open and keep track of your route and position, not expect to have alignments called or being warped. Fly and think on your own, it will improve your performance in any fleet.

Ships and Fitting

Generally, you want to go 1.7km/s or above, and be able to apply good dps out to OH point range, so about 28 km. Some tank is useful, but don't sacrifice too much speed or range for it, oftentimes you mostly need your tank when you already screwed up and got scrammed, and then you will probably die anyways.

Please find some proposed fittings in the Kiting in (sov)null - Fittings-subpage to this article.

FCing

The mindset/piloting advice above of course also applies to FCs - alinging and warping a fleet around makes you slow and your pilots lazy. Staying in one place will give hostiles time to form up a counter or prepare a trap, if you don't achieve anything within a minute, move on.

Leave your skirmishers to do their thing, don't try to micromanage them - just keep them updated how far the main fleet is out, and discuss interesting destinations with them.

Your fleet is incredibly agile, if your opponent doesn't bring a sizeable amount of scram tackle, feel free to take on a vastly superior fleet from a good position - stay out of their scramr ange, slaughter frigates and run if it gets too hot. even if you get caught badly, you often will manage to keep a good part of your fleet alive if the pilots are on their toes.

For the actual egnagement, positioning is key - you never want to face an enemy at 0, so use gate mechanics to your advantage. People will often jump into you as they have numerical advantage, but if your pilots are already aligned and in comfortable range, you got the advantage. Always keep an eye out for long range webbers and scram/web frigates, you want to get rid of them fast or run away before they catch you.

Killing ratters is more work for the skirmishers than for you, use the npc delta display on dotlan to plan your route, then it is just a question of deciding if you can kill whatever you caught (mostly a problem in very small fleets). If you are using the ingame browser the npc delta option is not available - go with npc kills then, though this might be misleading sometimes.


Skirmishing

Catching ratters in null is a source of delicious and shiny killmails and sweet bear tears, but it is almost impossible to catch a ratter that pays attention and doesn't make a mistake. However, there is a lot of careless carebears out there, and if you know your business, you don't leave them much time to react. There is still luck involved, but there are plenty of targets out there. Use the npc delta display on dotlan to find the interesting ratting systems.

Intel channels

Be aware that Sovnull folks have intel channels where they announce every non-blue they spot. As soon as you encounter someone in local, consider your element of surprise gone, and ratters in the area will be extra careful. It is tricky to not get spotted if you travel a long distance, but if you are operating out of a wormhole, it is quite possible to jump into a ratting system without being seen before.

Movement

Use dotlan, keep an eye on the distance of your main fleet, but move around on your own. Keep in mind that while you are immune to bubbles, your fleet needs to burn through them, so calculate the extra time in. If there is a combat fleet about, an experienced skirmisher can make the call whether it is engageable or not on his own and act accordingly.


Sites

As soon as you jump into a system, all the ratters will POS up. Speed is crucial here, so you need to be quick to d-scan around for ships and wrecks, and check what sites the ships will probably be in - this is a matter of practice, and every second counts. Sometimes you just have to make an educated guess, but that is fine - if you are unlucky, move on. The most popular sites are currently:

  • Haven
  • Sanctum
  • Forsaken Hub

Keep in mind that this might change, if you are new to this kind of skirmishing, ask more experienced pilots if this list is still correct.

It is helpful to dscan with the system map up and anomalies showing as this allows you to directly scan the anomalies. Alternatively you have the "Sensor Overlay" active, which shows anomalies in space.

Ice belts

In systems with ice belts dont bother wasting any time with checking dscan at all. Just push your luck, refresh the display of the anomalies in system and warp to the belt. Some systems have more than one ice belt. If having more than one skirmishing tackler it is advantageous to communicate who goes to which belt.

Promising systems with active ice mining show up in dotlan as moderate npc delta numbers.