Difference between revisions of "User:Frandetta"

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[CLASS] Recognizing, Avoiding, and Countering: Kites, disegages, bait.
 
[CLASS] Recognizing, Avoiding, and Countering: Kites, disegages, bait.
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First I'll just mention the rules of the class. Unless otherwise specified TS is to be kept clear of chat.
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Second, we'll be taking a fleet to practice some of these tactics, so I'll ask you guys to pick a tackler of choice to fly. We'll be staying within the Aldrat pocket, so rest assured the rules are being followed.
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Welcome to Advanced PVP Tactics, where we'll be discussing how to recognize, avoid, and counter kites, disengages, and bait.
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These are three of the most common tactics that you'll see used, and so it's vital to be able to discern when they're being used, and know how to counter them.
  
Very specific pvp tactics that address a lot of the commonly encountered tactics.
 
 
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Definition kiting: Having an enemy with a greater (or slightly slower) velocity than your own run in a straight line. If you follow him you become a big bullseye with 0 angular velocity. The inherent danger to kiting is two-fold: having 0 angular velocity but also being separated from the main force of a fleet. The danger is compounded if he is fit for range and you are not.<br>
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Recognizing kites: running away, 0 angular, stronger ship.<br>
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So first up I'll talk about kiting. Kiting is the practice of drawing an enemy ship along as you dictate range and the terms of engagement. In short: you make someone chase you. The inherent danger of being kited is two-fold: first is having 0 angular velocity so that you're easy to hit even in a frigate, and the second is being separated from the main force of a fleet. The danger is compounded since ships that will kite will also typically have a greater range.
Avoiding kites: Disengaging.<br>
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Countering kites: ECM, range, scram for MWD, web for AB.<br>
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So how do you recognize when you're being kited? If a ship is running from you in a straight line and his speed is either greater than yours or only slightly below yours: you're being kited. This is especially true when you're chasing a larger ship, for example chasing a BS with a cruiser. A key number to look for is your angular velocity on the overview. If you're chasing in a straight line, your angular velocity will drop to near 0 and you will be a huge target for even the slowest tracking guns. Always fly at angles to close distance.
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How do you avoid being kited? As I mentioned you should always fly at an angle to close distance in order to keep angular velocity high. But if the difference in speed between your ship and the target's is not great enough, your angular will remain low even if you fly at an angle. In these cases, your best course of action is to simply disengage. It's the hardest thing to do for even experienced pilots, but in this case and several more that you'll see: discretion is truly the better part of valor.
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So let's say you know you're up against a kiting ship. What are the tools you can use against it? Well the first: if you know you can close the distance, is to have the enemy ship ECMed. He will pose no risk to you if he can't lock you and fire on you. So if you ECM him, you'll be able to tackle him and bring in the cavalry. A note though, that if all you have is a web, and he's using a MWD, main forces will often not be able to catch up. (Imagine an interceptor at 4km/s, and now that speed is only 20%, that's still 800m/s, much faster than many ships). Sometimes a scramble is worth fitting if you know you might need to counter very fast ships.
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The second method of countering a kite is to simply snipe. In the uni, there are few pilots with the skills to snipe effectively, but this is a strong counter to the kite. Often if nobody is chasing, a kiting ship will fly in straight lines towards or away from fleets to taunt them. At this point the angular velocity is low and a few well placed volleys will kill the ships.
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Are there any questions about kiting?
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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 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>

Revision as of 15:38, 15 May 2010

[CLASS] Recognizing, Avoiding, and Countering: Kites, disegages, bait. First I'll just mention the rules of the class. Unless otherwise specified TS is to be kept clear of chat. Second, we'll be taking a fleet to practice some of these tactics, so I'll ask you guys to pick a tackler of choice to fly. We'll be staying within the Aldrat pocket, so rest assured the rules are being followed.


Welcome to Advanced PVP Tactics, where we'll be discussing how to recognize, avoid, and counter kites, disengages, and bait.

These are three of the most common tactics that you'll see used, and so it's vital to be able to discern when they're being used, and know how to counter them.


So first up I'll talk about kiting. Kiting is the practice of drawing an enemy ship along as you dictate range and the terms of engagement. In short: you make someone chase you. The inherent danger of being kited is two-fold: first is having 0 angular velocity so that you're easy to hit even in a frigate, and the second is being separated from the main force of a fleet. The danger is compounded since ships that will kite will also typically have a greater range.

So how do you recognize when you're being kited? If a ship is running from you in a straight line and his speed is either greater than yours or only slightly below yours: you're being kited. This is especially true when you're chasing a larger ship, for example chasing a BS with a cruiser. A key number to look for is your angular velocity on the overview. If you're chasing in a straight line, your angular velocity will drop to near 0 and you will be a huge target for even the slowest tracking guns. Always fly at angles to close distance.

How do you avoid being kited? As I mentioned you should always fly at an angle to close distance in order to keep angular velocity high. But if the difference in speed between your ship and the target's is not great enough, your angular will remain low even if you fly at an angle. In these cases, your best course of action is to simply disengage. It's the hardest thing to do for even experienced pilots, but in this case and several more that you'll see: discretion is truly the better part of valor.

So let's say you know you're up against a kiting ship. What are the tools you can use against it? Well the first: if you know you can close the distance, is to have the enemy ship ECMed. He will pose no risk to you if he can't lock you and fire on you. So if you ECM him, you'll be able to tackle him and bring in the cavalry. A note though, that if all you have is a web, and he's using a MWD, main forces will often not be able to catch up. (Imagine an interceptor at 4km/s, and now that speed is only 20%, that's still 800m/s, much faster than many ships). Sometimes a scramble is worth fitting if you know you might need to counter very fast ships.

The second method of countering a kite is to simply snipe. In the uni, there are few pilots with the skills to snipe effectively, but this is a strong counter to the kite. Often if nobody is chasing, a kiting ship will fly in straight lines towards or away from fleets to taunt them. At this point the angular velocity is low and a few well placed volleys will kill the ships.

Are there any questions about kiting?


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.
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. Recognizing disengages: Nobody aggressed.
Avoiding disengages: Nothing to avoid, as there is no danger.
Countering diesngages: Tackle on other side, or half aggression.


Definition bait: A heavily tanked ship acting as a lure for others to attack while a main force lies in wait to counter-attack.
Recognizing bait: Selected ship types and predictable bait.
Avoiding bait: Choose battles carefully.
Countering bait: Reserve fleet.